1 | <?xml version="1.0" standalone="no" ?> |
1 | <?xml version="1.0" standalone="no" ?> |
2 | <!-- |
2 | <!-- |
3 | ###################################################################### |
3 | ###################################################################### |
4 | # types.xml - This is the definitions-file for all the different # |
4 | # types.xml - This is the definitions-file for all the different # |
5 | # Crossfire object types and their attributes. # |
5 | # Deliantra object types and their attributes. # |
6 | # # |
6 | # # |
7 | # The server code of the Crossfire game is always changing and # |
7 | # The server code of the Deliantra game is always changing and # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
9 | # or new ones are created. # |
9 | # or new ones are created. # |
10 | # Therefore, it is important that an Editor is flexible and # |
10 | # Therefore, it is important that an Editor is flexible and # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
13 | # # |
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14 | # If you encounter bugs, typos or missing entries in the LATEST # |
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15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
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16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
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17 | # I will put it into the "official version" of the CFJavaEditor # |
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18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
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19 | # # |
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20 | # IMPORTANT: Make a backup copy of this file before you start # |
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21 | # to modify it! # |
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22 | # # |
13 | # # |
23 | # New types must be inserted maintaining the alphabetical order. # |
14 | # New types must be inserted maintaining the alphabetical order. # |
24 | # # |
15 | # # |
25 | # about the 'type' elements: # |
16 | # about the 'type' elements: # |
26 | # # |
17 | # # |
… | |
… | |
31 | # </required> # |
22 | # </required> # |
32 | # <ignore> # |
23 | # <ignore> # |
33 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
34 | # </ignore> # |
25 | # </ignore> # |
35 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
36 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
37 | # </description> # |
28 | # </description> # |
38 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
39 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
40 | # </use> # |
31 | # </use> # |
41 | # ... attributes ... # |
32 | # ... attributes ... # |
42 | # </type> # |
33 | # </type> # |
43 | # # |
34 | # # |
44 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
… | |
… | |
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
158 | every tick. |
149 | every tick. |
159 | </attribute> |
150 | </attribute> |
160 | "> |
151 | "> |
161 | <!ENTITY activate_on " |
152 | <!ENTITY activate_on " |
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
153 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
163 | Whether the teleporter should only be activated on push. |
154 | Whether the teleporter should only be activated on push. |
164 | </attribute> |
155 | </attribute> |
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
156 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
166 | Whether the teleporter should only be activated on release. |
157 | Whether the teleporter should only be activated on release. |
167 | </attribute> |
158 | </attribute> |
168 | "> |
159 | "> |
169 | |
160 | |
170 | <!ENTITY resistances_flesh_desc " |
161 | <!ENTITY resistances_flesh_desc " |
… | |
… | |
650 | <attribute arch="title" editor="title" type="string"> |
641 | <attribute arch="title" editor="title" type="string"> |
651 | This is the object's title. Once an object is identified the title is |
642 | This is the object's title. Once an object is identified the title is |
652 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
643 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
653 | </attribute> |
644 | </attribute> |
654 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
655 | The image-name defines what image is displayed for this object in-game. |
646 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
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647 | object has an animation! See also the 'animation' attribute. |
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648 | </attribute> |
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649 | <attribute arch="animation" editor="animation" type="string"> |
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650 | The animation-name of the object. If you assign custom faces and the archetype |
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651 | defines an animation you can disable the animation of an archetype by setting this |
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652 | field to NONE. |
656 | </attribute> |
653 | </attribute> |
657 | <attribute arch="tag" editor="tag" type="string"> |
654 | <attribute arch="tag" editor="tag" type="string"> |
658 | You can tag objects with an identifier. Tagged objects can be found quickly |
655 | You can tag objects with an identifier. Tagged objects can be found quickly |
659 | from their tag, which makes them useful to tag exits and refer to those by |
656 | from their tag, which makes them useful to tag exits and refer to those by |
660 | their name. |
657 | their name. |
… | |
… | |
781 | This text may describe the object. |
778 | This text may describe the object. |
782 | </attribute> |
779 | </attribute> |
783 | </type> |
780 | </type> |
784 | |
781 | |
785 | <!--####################################################################--> |
782 | <!--####################################################################--> |
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783 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
786 | <type number="110" name="Ability"> |
784 | <type number="999" name="Ability"> |
787 | <ignore> |
785 | <ignore> |
788 | <ignore_list name="system_object" /> |
786 | <ignore_list name="system_object" /> |
789 | </ignore> |
787 | </ignore> |
790 | <description><![CDATA[ |
788 | <description><![CDATA[ |
791 | Abilities are to be put in a monster's inventory. They grant monsters the |
789 | Abilities are to be put in a monster's inventory. They grant monsters the |
792 | knowledge to cast spells. Spells from abilities are usually magical in |
790 | knowledge to cast spells. Spells from abilities are usually magical in |
793 | nature, thus adding magic attacktype to the spell-damage they produce. |
791 | nature, thus adding magic attacktype to the spell-damage they produce. |
794 | <br><br> |
792 | <br><br> |
795 | A particularly nice feature of abilities is that they can hold two |
793 | A particularly nice feature of abilities is that they can hold two |
796 | spells: One for short range- and one for long range use. |
794 | spells: One for short range - and one for long range use. |
797 | \n\n |
795 | \n\n |
798 | You should know that spellcasting monsters receive abilities via |
796 | You should know that spellcasting monsters receive abilities via |
799 | <treasurelist>. ]]> |
797 | <treasurelist>.]]> |
800 | </description> |
798 | </description> |
801 | <use><![CDATA[ |
799 | <use><![CDATA[ |
802 | If you want to create "customized" spellcasting monsters, you |
800 | If you want to create "customized" spellcasting monsters, you |
803 | should use abilities (rather than spellbooks/wands or something). |
801 | should use abilities (rather than spellbooks/wands or something). |
804 | The long/short-range spell feature can make boss-monsters more |
802 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
806 | <br><br> |
804 | <br><br> |
807 | You should keep in mind that magic abilities allow players |
805 | You should keep in mind that magic abilities allow players |
808 | to get better resistance. You can turn off the magic part to |
806 | to get better resistance. You can turn off the magic part to |
809 | make the spells more dangerous. However, this really shouldn't |
807 | make the spells more dangerous. However, this really shouldn't |
810 | be neccessary unless you work on very high level maps. |
808 | be neccessary unless you work on very high level maps. |
811 | And what fun is a magic resistance cloak when it has no effect? ]]> |
809 | And what fun is a magic resistance cloak when it has no effect?]]> |
812 | </use> |
810 | </use> |
813 | <attribute arch="invisible" value="1" type="fixed" /> |
811 | <attribute arch="invisible" value="1" type="fixed" /> |
814 | <attribute arch="no_drop" value="1" type="fixed" /> |
812 | <attribute arch="no_drop" value="1" type="fixed" /> |
815 | <attribute arch="sp" editor="short range spell" type="spell"> |
813 | <attribute arch="sp" editor="short range spell" type="spell"> |
816 | The monster will use the specified <short range spell> |
814 | The monster will use the specified <short range spell> |
… | |
… | |
853 | </ignore> |
851 | </ignore> |
854 | <description><![CDATA[ |
852 | <description><![CDATA[ |
855 | When a player puts a defined number of certain items on the altar, |
853 | When a player puts a defined number of certain items on the altar, |
856 | then either a spell is casted (on the player) or a connector is |
854 | then either a spell is casted (on the player) or a connector is |
857 | triggered. If the latter is the case, the altar works only once. |
855 | triggered. If the latter is the case, the altar works only once. |
858 | Either way, the sacrificed item disappears. ]]> |
856 | Either way, the sacrificed item disappears.]]> |
859 | </description> |
857 | </description> |
860 | <attribute arch="no_pick" value="1" type="fixed" /> |
858 | <attribute arch="no_pick" value="1" type="fixed" /> |
861 | &move_on; |
859 | &move_on; |
862 | <attribute arch="slaying" editor="match item name" type="string"> |
860 | <attribute arch="slaying" editor="match item name" type="string"> |
863 | This string specifies the item that must be put on the altar to |
861 | This string specifies the item that must be put on the altar to |
864 | activate it. It can either be the name of an archetype, or directly |
862 | activate it. It can either be the name of an archetype, or directly |
865 | the name of an object. Yet, titles are not recognized by altars. |
863 | the name of an object. Yet, titles are not recognized by altars. |
866 | Remember to put a note somewhere, telling the player what he is |
864 | If you want the player to have to drop a specific amount of money use "money". |
867 | expected to drop on the altar. (Often this is put in the altar's |
865 | See also the "drop amount" attribute. |
868 | name: E.g. "drop 100 platinums") |
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|
869 | </attribute> |
866 | </attribute> |
870 | <attribute arch="food" editor="drop amount" type="int"> |
867 | <attribute arch="food" editor="drop amount" type="int"> |
871 | The drop amount specifies the amount of items (specified |
868 | The drop amount specifies the amount of items (specified |
872 | in <match item name>) that must be dropped to activate the altar. |
869 | in <match item name>) that must be dropped to activate the altar. |
873 | |
870 | |
… | |
… | |
875 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
872 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
876 | 200 silver, 20 gold, or 4 platinum will all work.) |
873 | 200 silver, 20 gold, or 4 platinum will all work.) |
877 | |
874 | |
878 | Note that the maximum possible for <drop amount> is 32767. |
875 | Note that the maximum possible for <drop amount> is 32767. |
879 | </attribute> |
876 | </attribute> |
880 | <attribute arch="connected" editor="connection" type="int"> |
877 | <attribute arch="connected" editor="connection" type="string"> |
881 | If a connection value is set, the altar will trigger all objects |
878 | If a connection value is set, the altar will trigger all objects |
882 | with the same value, when activated. This will only work once. |
879 | with the same value, when activated. This will only work once. |
883 | </attribute> |
880 | </attribute> |
884 | <attribute arch="sp" editor="spell" type="spell"> |
881 | <attribute arch="sp" editor="spell" type="spell"> |
885 | When activated, the selected <spell> will be casted (once, on the |
882 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
899 | <ignore_list name="non_pickable" /> |
896 | <ignore_list name="non_pickable" /> |
900 | </ignore> |
897 | </ignore> |
901 | <description><![CDATA[ |
898 | <description><![CDATA[ |
902 | Altar_triggers work pretty much like normal altars |
899 | Altar_triggers work pretty much like normal altars |
903 | (drop sacrifice -> connection activated), except for the fact that |
900 | (drop sacrifice -> connection activated), except for the fact that |
904 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
901 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
905 | </description> |
902 | </description> |
906 | <use><![CDATA[ |
903 | <use><![CDATA[ |
907 | Altar_triggers are very useful if you want to charge a price for... |
904 | Altar_triggers are very useful if you want to charge a price for... |
908 | <UL> |
905 | <UL> |
909 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
906 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
910 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
907 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
911 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
908 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
912 | </UL> |
909 | </UL> |
913 | The big advantage over normal altars is the infinite usability |
910 | The big advantage over normal altars is the infinite usability |
914 | of altar_triggers! If there are ten players on one server, they're |
911 | of altar_triggers! If there are ten players on one server, they're |
915 | quite grateful if things work more than once. =) ]]> |
912 | quite grateful if things work more than once. =)]]> |
916 | </use> |
913 | </use> |
917 | <attribute arch="no_pick" value="1" type="fixed" /> |
914 | <attribute arch="no_pick" value="1" type="fixed" /> |
918 | <attribute arch="slaying" editor="match item name" type="string"> |
915 | <attribute arch="slaying" editor="match item name" type="string"> |
919 | This string specifies the item that must be put on the altar to |
916 | This string specifies the item that must be put on the altar to |
920 | activate it. It can either be the name of an archetype, or directly |
917 | activate it. It can either be the name of an archetype, or directly |
921 | the name of an object. Yet, titles are not recognized by altars. |
918 | the name of an object. Yet, titles are not recognized by altars. |
922 | Remember to put a note somewhere, telling the player what he is |
919 | If you want the player to have to drop a specific amount of money use "money". |
923 | expected to drop on the altar. (Often this is put in the altar's |
920 | See also the "drop amount" attribute. |
924 | name: E.g. "drop 100 platinums") |
|
|
925 | </attribute> |
921 | </attribute> |
926 | <attribute arch="food" editor="drop amount" type="int"> |
922 | <attribute arch="food" editor="drop amount" type="int"> |
927 | The drop amount specifies the amount of items (specified |
923 | The drop amount specifies the amount of items (specified |
928 | in <match item name>) that must be dropped to activate the altar. |
924 | in <match item name>) that must be dropped to activate the altar. |
929 | |
925 | |
… | |
… | |
931 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
927 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
932 | 200 silver, 20 gold, or 4 platinum will all work.) |
928 | 200 silver, 20 gold, or 4 platinum will all work.) |
933 | |
929 | |
934 | Note that the maximum possible for <drop amount> is 32767. |
930 | Note that the maximum possible for <drop amount> is 32767. |
935 | </attribute> |
931 | </attribute> |
936 | <attribute arch="connected" editor="connection" type="int"> |
932 | <attribute arch="connected" editor="connection" type="string"> |
937 | If a connection value is set, the altar will trigger all objects |
933 | If a connection value is set, the altar will trigger all objects |
938 | with the same value, when activated. This will only work once. |
934 | with the same value, when activated. This will only work once. |
939 | </attribute> |
935 | </attribute> |
940 | <attribute arch="sp" editor="spell" type="spell"> |
936 | <attribute arch="sp" editor="spell" type="spell"> |
941 | When activated, this <spell> will be casted (once, on the player). |
937 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
968 | |
964 | |
969 | <!--####################################################################--> |
965 | <!--####################################################################--> |
970 | <type number="74" name="Skill Tool"> |
966 | <type number="74" name="Skill Tool"> |
971 | <description><![CDATA[ |
967 | <description><![CDATA[ |
972 | Wearing a skill tool will give the player the ability to use a skill. |
968 | Wearing a skill tool will give the player the ability to use a skill. |
973 | ]]> |
969 | ]]> |
974 | </description> |
970 | </description> |
975 | <use><![CDATA[ |
971 | <use><![CDATA[ |
976 | Feel free to assign resistancies and stats to a skill tools or change |
972 | Feel free to assign resistancies and stats to a skill tools or change |
977 | the skill that is given. |
973 | the skill that is given. |
978 | ]]> |
974 | ]]> |
979 | </use> |
975 | </use> |
980 | <attribute arch="skill" editor="skill name" type="string"> |
976 | <attribute arch="skill" editor="skill name" type="string"> |
981 | This field describes which skill the player will be able to use wearing this item. |
977 | This field describes which skill the player will be able to use wearing this item. |
982 | </attribute> |
978 | </attribute> |
983 | &player_stat_resist_sections; |
979 | &player_stat_resist_sections; |
984 | </type> |
980 | </type> |
985 | <!--####################################################################--> |
981 | <!--####################################################################--> |
986 | <type number="39" name="Amulet"> |
982 | <type number="39" name="Amulet"> |
987 | <description><![CDATA[ |
983 | <description><![CDATA[ |
988 | Wearing an amulet, the object's stats will directly be inherited to |
984 | Wearing an amulet, the object's stats will directly be inherited to |
989 | the player. Amulets are usually meant for protection and defense. ]]> |
985 | the player. Amulets are usually meant for protection and defense.]]> |
990 | </description> |
986 | </description> |
991 | <use><![CDATA[ |
987 | <use><![CDATA[ |
992 | Feel free to create your own special artifacts. However, it is very |
988 | Feel free to create your own special artifacts. However, it is very |
993 | important that you keep your artifact in balance with existing maps. ]]> |
989 | important that you keep your artifact in balance with existing maps.]]> |
994 | </use> |
990 | </use> |
995 | <attribute arch="ac" editor="armour class" type="int"> |
991 | <attribute arch="ac" editor="armour class" type="int"> |
996 | This value defines the amount of armour-class bonus for wearing |
992 | This value defines the amount of armour-class bonus for wearing |
997 | this item. <Armour class> lessens the chance of being hit. Lower |
993 | this item. <Armour class> lessens the chance of being hit. Lower |
998 | values are better. It should usually be set only for armour-like equipment. |
994 | values are better. It should usually be set only for armour-like equipment. |
… | |
… | |
1009 | amount of <item power>, depending on their own level. This is the |
1005 | amount of <item power>, depending on their own level. This is the |
1010 | only way to prevent low level players to wear "undeserved" equipment |
1006 | only way to prevent low level players to wear "undeserved" equipment |
1011 | (like gifts from other players or cheated items). |
1007 | (like gifts from other players or cheated items). |
1012 | |
1008 | |
1013 | It is very important to adjust the <item power> value carefully |
1009 | It is very important to adjust the <item power> value carefully |
1014 | for every artifact you create! If zero/unset, the CF server will |
1010 | for every artifact you create! If zero/unset, the Deliantra server will |
1015 | calculate a provisional value at runtime, but this is never |
1011 | calculate a provisional value at runtime, but this is never |
1016 | going to be an accurate measurement of <item power>. |
1012 | going to be an accurate measurement of <item power>. |
1017 | </attribute> |
1013 | </attribute> |
1018 | <attribute arch="damned" editor="damnation" type="bool"> |
1014 | <attribute arch="damned" editor="damnation" type="bool"> |
1019 | A damned piece of equipment cannot be unwielded unless the curse |
1015 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
1143 | Battleground is very special: In short, players can die on battleground |
1139 | Battleground is very special: In short, players can die on battleground |
1144 | without any death penalties. They don't loose or gain experience |
1140 | without any death penalties. They don't loose or gain experience |
1145 | while on battleground. Acid, draining and depletion effects don't |
1141 | while on battleground. Acid, draining and depletion effects don't |
1146 | work either. |
1142 | work either. |
1147 | When a player dies on battleground, he gets teleported to an exit |
1143 | When a player dies on battleground, he gets teleported to an exit |
1148 | location which is defined in the battleground object. ]]> |
1144 | location which is defined in the battleground object.]]> |
1149 | </description> |
1145 | </description> |
1150 | <use><![CDATA[ |
1146 | <use><![CDATA[ |
1151 | Battleground is only meant for player vs. player duels. You can |
1147 | Battleground is only meant for player vs. player duels. You can |
1152 | design combat arenas similiar to the one in scorn.<br> |
1148 | design combat arenas similiar to the one in scorn.<br> |
1153 | What should NEVER be done is placing battleground tiles in |
1149 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1155 | It must not be possible to gain significant treasure for fighting |
1151 | It must not be possible to gain significant treasure for fighting |
1156 | on battleground, because it bears no risk.<br><br> |
1152 | on battleground, because it bears no risk.<br><br> |
1157 | (Battleground will cease to work when the image or name is changed, |
1153 | (Battleground will cease to work when the image or name is changed, |
1158 | or when it is placed beneath another floor tile. |
1154 | or when it is placed beneath another floor tile. |
1159 | This is not a bug, it is there to prevent any attempts of placing |
1155 | This is not a bug, it is there to prevent any attempts of placing |
1160 | "hidden" battleground tiles anywhere.) ]]> |
1156 | "hidden" battleground tiles anywhere.)]]> |
1161 | </use> |
1157 | </use> |
1162 | <attribute arch="no_pick" value="1" type="fixed" /> |
1158 | <attribute arch="no_pick" value="1" type="fixed" /> |
1163 | <attribute arch="is_floor" value="1" type="fixed" /> |
1159 | <attribute arch="is_floor" value="1" type="fixed" /> |
1164 | <attribute arch="hp" editor="destination X" type="int"> |
1160 | <attribute arch="hp" editor="destination X" type="int"> |
1165 | The exit destinations define the (x, y)-coordinates where players |
1161 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1170 | get teleported after they died on this battleground. |
1166 | get teleported after they died on this battleground. |
1171 | </attribute> |
1167 | </attribute> |
1172 | </type> |
1168 | </type> |
1173 | |
1169 | |
1174 | <!--####################################################################--> |
1170 | <!--####################################################################--> |
1175 | <type number="165" name="Safe ground (CF+)"> |
1171 | <type number="165" name="Safe ground"> |
1176 | <ignore> |
1172 | <ignore> |
1177 | <ignore_list name="non_pickable" /> |
1173 | <ignore_list name="non_pickable" /> |
1178 | </ignore> |
1174 | </ignore> |
1179 | <description><![CDATA[ |
1175 | <description><![CDATA[ |
1180 | Safe ground is a special object that prevents any effects that might |
1176 | Safe ground is a special object that prevents any effects that might |
1181 | be harmful for the map, other players or items on the map. |
1177 | be harmful for the map, other players or items on the map. |
1182 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1178 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1183 | from being used and blocks bombs from exploding. Note that altars that |
1179 | from being used and blocks bombs from exploding. Note that altars that |
1184 | do cast spells still work. |
1180 | do cast spells still work. |
1185 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1186 | ]]> |
1181 | ]]> |
1187 | </description> |
1182 | </description> |
1188 | <use><![CDATA[ |
1183 | <use><![CDATA[ |
1189 | Safe ground can be used to prevents any means of burning |
1184 | Safe ground can be used to prevents any means of burning |
1190 | or destroying the items in a shop. Put this object below all floor tiles |
1185 | or destroying the items in a shop. Put this object below all floor tiles |
1191 | in your map and your shop will be safe. It's generally useful for making |
1186 | in your map and your shop will be safe. It's generally useful for making |
1192 | areas where really no kind of spell should be invoked by a player. |
1187 | areas where really no kind of spell should be invoked by a player. |
1193 | ]]> |
1188 | ]]> |
1194 | </use> |
1189 | </use> |
1195 | &movement_types_terrain; |
1190 | &movement_types_terrain; |
1196 | <attribute arch="no_pick" value="1" type="fixed" /> |
1191 | <attribute arch="no_pick" value="1" type="fixed" /> |
1197 | </type> |
1192 | </type> |
1198 | |
1193 | |
1199 | <!--####################################################################--> |
1194 | <!--####################################################################--> |
1200 | <type number="8" name="Book"> |
1195 | <type number="8" name="Book"> |
1201 | <description><![CDATA[ |
1196 | <description><![CDATA[ |
1202 | Applying a book, the containing message is displayed to the player. ]]> |
1197 | Applying a book, the containing message is displayed to the player.]]> |
1203 | </description> |
1198 | </description> |
1204 | <attribute arch="level" editor="literacy level" type="int"> |
1199 | <attribute arch="level" editor="literacy level" type="int"> |
1205 | If this value is set to be greater than zero, the player needs a |
1200 | If this value is set to be greater than zero, the player needs a |
1206 | certain literacy level to succeed reading the book. The book can be |
1201 | certain literacy level to succeed reading the book. The book can be |
1207 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1202 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1223 | </attribute> |
1218 | </attribute> |
1224 | <attribute arch="slaying" editor="key string" type="string"> |
1219 | <attribute arch="slaying" editor="key string" type="string"> |
1225 | This is the key string of the book. The key string is checked by an inventory checker. |
1220 | This is the key string of the book. The key string is checked by an inventory checker. |
1226 | (This is used eg. for the gate/port passes in scorn) |
1221 | (This is used eg. for the gate/port passes in scorn) |
1227 | </attribute> |
1222 | </attribute> |
|
|
1223 | <attribute arch="no_skill_ident" editor="no skill ident" type="bool"> |
|
|
1224 | If this flag is true the player won't be able to identify this |
|
|
1225 | item with by using a skill. |
|
|
1226 | </attribute> |
1228 | </type> |
1227 | </type> |
1229 | |
1228 | |
1230 | <!--####################################################################--> |
1229 | <!--####################################################################--> |
1231 | <type number="99" name="Boots"> |
1230 | <type number="99" name="Boots"> |
1232 | <import_type name="Amulet" /> |
1231 | <import_type name="Amulet" /> |
1233 | <description><![CDATA[ |
1232 | <description><![CDATA[ |
1234 | Wearing boots, the object's stats will directly be inherited to |
1233 | Wearing boots, the object's stats will directly be inherited to |
1235 | the player. Usually enhancing his speed, or granting some minor |
1234 | the player. Usually enhancing his speed, or granting some minor |
1236 | protection bonus. ]]> |
1235 | protection bonus.]]> |
1237 | </description> |
1236 | </description> |
1238 | <use><![CDATA[ |
1237 | <use><![CDATA[ |
1239 | Feel free to create your own special artifacts. However, it is very |
1238 | Feel free to create your own special artifacts. However, it is very |
1240 | important that you keep your artifact in balance with existing maps. ]]> |
1239 | important that you keep your artifact in balance with existing maps.]]> |
1241 | </use> |
1240 | </use> |
1242 | <attribute arch="exp" editor="speed bonus" type="int"> |
1241 | <attribute arch="exp" editor="speed bonus" type="int"> |
1243 | Boots with <speed bonus> will increase the player's walking speed |
1242 | Boots with <speed bonus> will increase the player's walking speed |
1244 | while worn. This kind of bonus is quite desirable for players of low- |
1243 | while worn. This kind of bonus is quite desirable for players of low- |
1245 | and medium level. High level players usually have fastest possible |
1244 | and medium level. High level players usually have fastest possible |
… | |
… | |
1261 | <type number="104" name="Bracers"> |
1260 | <type number="104" name="Bracers"> |
1262 | <import_type name="Amulet" /> |
1261 | <import_type name="Amulet" /> |
1263 | <description><![CDATA[ |
1262 | <description><![CDATA[ |
1264 | Bracers are armour-plates worn around the wrists. |
1263 | Bracers are armour-plates worn around the wrists. |
1265 | Wearing bracer, the object's stats will directly be inherited to |
1264 | Wearing bracer, the object's stats will directly be inherited to |
1266 | the player. Usually enhancing his defense. ]]> |
1265 | the player. Usually enhancing his defense.]]> |
1267 | </description> |
1266 | </description> |
1268 | <use><![CDATA[ |
1267 | <use><![CDATA[ |
1269 | Feel free to create your own special artifacts. However, it is very |
1268 | Feel free to create your own special artifacts. However, it is very |
1270 | important that you keep your artifact in balance with existing maps. ]]> |
1269 | important that you keep your artifact in balance with existing maps.]]> |
1271 | </use> |
1270 | </use> |
1272 | <attribute arch="magic" editor="magic bonus" type="int"> |
1271 | <attribute arch="magic" editor="magic bonus" type="int"> |
1273 | <magic bonus> works just like ac, except that it can be improved by |
1272 | <magic bonus> works just like ac, except that it can be improved by |
1274 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1273 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1275 | than direct armour-class bonus on the bracers. |
1274 | than direct armour-class bonus on the bracers. |
… | |
… | |
1279 | <!--####################################################################--> |
1278 | <!--####################################################################--> |
1280 | <type number="16" name="Brestplate Armour"> |
1279 | <type number="16" name="Brestplate Armour"> |
1281 | <import_type name="Amulet" /> |
1280 | <import_type name="Amulet" /> |
1282 | <description><![CDATA[ |
1281 | <description><![CDATA[ |
1283 | Wearing an armour, the object's stats will directly be inherited to |
1282 | Wearing an armour, the object's stats will directly be inherited to |
1284 | the player. Usually enhancing his defense. ]]> |
1283 | the player. Usually enhancing his defense.]]> |
1285 | </description> |
1284 | </description> |
1286 | <use><![CDATA[ |
1285 | <use><![CDATA[ |
1287 | Feel free to create your own special artifacts. However, it is very |
1286 | Feel free to create your own special artifacts. However, it is very |
1288 | important that you keep your artifact in balance with existing maps. ]]> |
1287 | important that you keep your artifact in balance with existing maps.]]> |
1289 | </use> |
1288 | </use> |
1290 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1289 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1291 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1290 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1292 | The bigger the spellpoint penalty, the worse. |
1291 | The bigger the spellpoint penalty, the worse. |
1293 | </attribute> |
1292 | </attribute> |
… | |
… | |
1309 | </ignore> |
1308 | </ignore> |
1310 | <description><![CDATA[ |
1309 | <description><![CDATA[ |
1311 | When a predefined amount of weigh is placed on a button, the |
1310 | When a predefined amount of weigh is placed on a button, the |
1312 | <connection> value is triggered. In most cases this happens when a |
1311 | <connection> value is triggered. In most cases this happens when a |
1313 | player or monster steps on it. When the button is "released", the |
1312 | player or monster steps on it. When the button is "released", the |
1314 | <connection> value get's triggered a second time. ]]> |
1313 | <connection> value get's triggered a second time.]]> |
1315 | </description> |
1314 | </description> |
1316 | &move_on; |
1315 | &move_on; |
1317 | &move_off; |
1316 | &move_off; |
1318 | <attribute arch="no_pick" value="1" type="fixed" /> |
1317 | <attribute arch="no_pick" value="1" type="fixed" /> |
1319 | <attribute arch="weight" editor="press weight" type="int"> |
1318 | <attribute arch="weight" editor="press weight" type="int"> |
1320 | The button is pressed (triggered), as soon as |
1319 | The button is pressed (triggered), as soon as |
1321 | <press weigh> gram are placed ontop of it. |
1320 | <press weigh> gram are placed ontop of it. |
1322 | </attribute> |
1321 | </attribute> |
1323 | <attribute arch="connected" editor="connection" type="int"> |
1322 | <attribute arch="connected" editor="connection" type="string"> |
1324 | Every time the button is pressed or released, all objects |
1323 | Every time the button is pressed or released, all objects |
1325 | with the same <connection> value are activated. |
1324 | with the same <connection> value are activated. |
1326 | </attribute> |
1325 | </attribute> |
1327 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1326 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1328 | This text may describe the item. You can use this |
1327 | This text may describe the item. You can use this |
… | |
… | |
1337 | <ignore_list name="non_pickable" /> |
1336 | <ignore_list name="non_pickable" /> |
1338 | </ignore> |
1337 | </ignore> |
1339 | <description><![CDATA[ |
1338 | <description><![CDATA[ |
1340 | Handle buttons are buttons which reset after a short period |
1339 | Handle buttons are buttons which reset after a short period |
1341 | of time. Every time it is either applied or reset, the |
1340 | of time. Every time it is either applied or reset, the |
1342 | <connection> value is triggered. ]]> |
1341 | <connection> value is triggered.]]> |
1343 | </description> |
1342 | </description> |
1344 | </type> |
1343 | </type> |
1345 | |
1344 | |
1346 | <!--####################################################################--> |
1345 | <!--####################################################################--> |
1347 | <type number="37" name="Class Changer"> |
1346 | <type number="37" name="Class Changer"> |
1348 | <ignore> |
1347 | <ignore> |
1349 | <ignore_list name="non_pickable" /> |
1348 | <ignore_list name="non_pickable" /> |
1350 | </ignore> |
1349 | </ignore> |
1351 | <description><![CDATA[ |
1350 | <description><![CDATA[ |
1352 | Class changer are used while creating a character. ]]> |
1351 | Class changer are used while creating a character.]]> |
1353 | </description> |
1352 | </description> |
1354 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1353 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1355 | This entry determines which initial items the character receives. |
1354 | This entry determines which initial items the character receives. |
1356 | </attribute> |
1355 | </attribute> |
1357 | <section name="stats"> |
1356 | <section name="stats"> |
… | |
… | |
1390 | <type number="87" name="Cloak"> |
1389 | <type number="87" name="Cloak"> |
1391 | <import_type name="Amulet" /> |
1390 | <import_type name="Amulet" /> |
1392 | <description><![CDATA[ |
1391 | <description><![CDATA[ |
1393 | Wearing a cloak, the object's stats will directly be inherited to |
1392 | Wearing a cloak, the object's stats will directly be inherited to |
1394 | the player. Cloaks usually add minor <armour class> and |
1393 | the player. Cloaks usually add minor <armour class> and |
1395 | sometimes a bit of resistance. ]]> |
1394 | sometimes a bit of resistance.]]> |
1396 | </description> |
1395 | </description> |
1397 | <use><![CDATA[ |
1396 | <use><![CDATA[ |
1398 | Feel free to create your own special artifacts. However, it is very |
1397 | Feel free to create your own special artifacts. However, it is very |
1399 | important that you keep your artifact in balance with existing maps. ]]> |
1398 | important that you keep your artifact in balance with existing maps.]]> |
1400 | </use> |
1399 | </use> |
1401 | <attribute arch="magic" editor="magic bonus" type="int"> |
1400 | <attribute arch="magic" editor="magic bonus" type="int"> |
1402 | <magic bonus> works just like ac, except that it can be improved by |
1401 | <magic bonus> works just like ac, except that it can be improved by |
1403 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1402 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1404 | than direct armour-class bonus on the cloak. |
1403 | than direct armour-class bonus on the cloak. |
… | |
… | |
1409 | </type> |
1408 | </type> |
1410 | |
1409 | |
1411 | <!--####################################################################--> |
1410 | <!--####################################################################--> |
1412 | <type number="9" name="Clock"> |
1411 | <type number="9" name="Clock"> |
1413 | <description><![CDATA[ |
1412 | <description><![CDATA[ |
1414 | Applying a clock, the time is displayed to the player. ]]> |
1413 | Applying a clock, the time is displayed to the player.]]> |
1415 | </description> |
1414 | </description> |
1416 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1415 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1417 | This text may describe the item |
1416 | This text may describe the item |
1418 | </attribute> |
1417 | </attribute> |
1419 | </type> |
1418 | </type> |
… | |
… | |
1424 | A player can put (certain kinds of) items in the container. |
1423 | A player can put (certain kinds of) items in the container. |
1425 | The overall weight of items is reduced when put inside a |
1424 | The overall weight of items is reduced when put inside a |
1426 | container, depending on the settings. |
1425 | container, depending on the settings. |
1427 | <br><br> |
1426 | <br><br> |
1428 | A special feature of containers is the "cauldron", |
1427 | A special feature of containers is the "cauldron", |
1429 | capable of mixing alchemical receipes. ]]> |
1428 | capable of mixing alchemical receipes.]]> |
1430 | </description> |
1429 | </description> |
1431 | <use><![CDATA[ |
1430 | <use><![CDATA[ |
1432 | Note on chests - There are two types of chests: |
1431 | Note on chests - There are two types of chests: |
1433 | <UL> |
1432 | <UL> |
1434 | <LI> First the random treasure chests - Those are NOT containers |
1433 | <LI> First the random treasure chests - Those are NOT containers |
1435 | (but object type Treasure), they create random treasures when |
1434 | (but object type Treasure), they create random treasures when |
1436 | applied. Archetype name is "chest". |
1435 | applied. Archetype name is "chest". |
1437 | <LI> Second there are the permanent chests - Those are containers, |
1436 | <LI> Second there are the permanent chests - Those are containers, |
1438 | they can be opened and closed again. Archetype name is "chest_2". |
1437 | they can be opened and closed again. Archetype name is "chest_2". |
1439 | </UL> ]]> |
1438 | </UL>]]> |
1440 | </use> |
1439 | </use> |
1441 | <attribute arch="race" editor="container class" type="string"> |
1440 | <attribute arch="race" editor="container class" type="string"> |
1442 | If set, the container will hold only certain types of objects. |
1441 | If set, the container will hold only certain types of objects. |
1443 | Possible choices for <container class> are: "gold and jewels", |
1442 | Possible choices for <container class> are: "gold and jewels", |
1444 | "arrows" and "keys". |
1443 | "arrows" and "keys". |
… | |
… | |
1499 | <attribute arch="title" /> |
1498 | <attribute arch="title" /> |
1500 | </ignore> |
1499 | </ignore> |
1501 | <description><![CDATA[ |
1500 | <description><![CDATA[ |
1502 | Converters are like "exchange tables". When the player drops a |
1501 | Converters are like "exchange tables". When the player drops a |
1503 | specific type of items, they get converted into other items, at a |
1502 | specific type of items, they get converted into other items, at a |
1504 | predefined exchange-ratio. ]]> |
1503 | predefined exchange-ratio.]]> |
1505 | </description> |
1504 | </description> |
1506 | <use><![CDATA[ |
1505 | <use><![CDATA[ |
1507 | Converters are better than shopping with doormats, because the |
1506 | Converters are better than shopping with doormats, because the |
1508 | converters never get sold out. For some items like food or jewels |
1507 | converters never get sold out. For some items like food or jewels |
1509 | those "exchange tables" are really nice, while for the more important |
1508 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1511 | <br><br> |
1510 | <br><br> |
1512 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1511 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1513 | items on a converter, the stuff you get must be of equal or lesser |
1512 | items on a converter, the stuff you get must be of equal or lesser |
1514 | value than before! (Except if you are using "rare" items like |
1513 | value than before! (Except if you are using "rare" items like |
1515 | dragonscales for payment). The code will not check if your ratio is |
1514 | dragonscales for payment). The code will not check if your ratio is |
1516 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1515 | sane, so the player could gain infinite wealth by using your converter.]]> |
1517 | </use> |
1516 | </use> |
1518 | <attribute arch="no_pick" value="1" type="fixed" /> |
1517 | <attribute arch="no_pick" value="1" type="fixed" /> |
1519 | <attribute arch="slaying" editor="cost arch" type="string"> |
1518 | <attribute arch="slaying" editor="cost arch" type="string"> |
1520 | <cost arch> is the name of the archetype the player has to |
1519 | <cost arch> is the name of the archetype the player has to |
1521 | put on the converter, as payment. |
1520 | put on the converter, as payment. |
… | |
… | |
1537 | of <receive arch>. |
1536 | of <receive arch>. |
1538 | </attribute> |
1537 | </attribute> |
1539 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1538 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1540 | This text may contain a description of the converter. |
1539 | This text may contain a description of the converter. |
1541 | </attribute> |
1540 | </attribute> |
|
|
1541 | <attribute arch="precious" editor="output unpaid" type="bool"> |
|
|
1542 | If the converter has this flag set the generated items will |
|
|
1543 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
|
|
1544 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
|
|
1545 | armour shops.) |
|
|
1546 | </attribute> |
1542 | </type> |
1547 | </type> |
1543 | |
1548 | |
1544 | <!--####################################################################--> |
1549 | <!--####################################################################--> |
1545 | <type number="42" name="Creator"> |
1550 | <type number="42" name="Creator"> |
1546 | <ignore> |
1551 | <ignore> |
… | |
… | |
1548 | </ignore> |
1553 | </ignore> |
1549 | <description><![CDATA[ |
1554 | <description><![CDATA[ |
1550 | A creator is an object which creates another object when it |
1555 | A creator is an object which creates another object when it |
1551 | is triggered. The child object can be anything. Creators are |
1556 | is triggered. The child object can be anything. Creators are |
1552 | VERY useful for all kinds of map-mechanisms. They can even |
1557 | VERY useful for all kinds of map-mechanisms. They can even |
1553 | periodically create things. ]]> |
1558 | periodically create things.]]> |
1554 | </description> |
1559 | </description> |
1555 | <use><![CDATA[ |
1560 | <use><![CDATA[ |
1556 | Don't hesitate to hide your creators under the floor. |
1561 | Don't hesitate to hide your creators under the floor. |
1557 | The created items will still always appear ontop of the floor. ]]> |
1562 | The created items will still always appear ontop of the floor.]]> |
1558 | </use> |
1563 | </use> |
1559 | <attribute arch="no_pick" value="1" type="fixed" /> |
1564 | <attribute arch="no_pick" value="1" type="fixed" /> |
1560 | <attribute arch="other_arch" editor="create arch" type="string"> |
1565 | <attribute arch="other_arch" editor="create arch" type="string"> |
1561 | This string defines the object that will be created. |
1566 | This string defines the object that will be created. |
1562 | You can choose any of the existing arches. |
1567 | You can choose any of the existing arches. |
1563 | This field is ignored if the creator has items in inventory. In this case |
1568 | This field is ignored if the creator has items in inventory. In this case |
1564 | one of the inventory items is duplicated. The duplicated item is randomly |
1569 | one of the inventory items is duplicated. The duplicated item is randomly |
1565 | chosen from all items present. |
1570 | chosen from all items present. |
1566 | </attribute> |
1571 | </attribute> |
1567 | <attribute arch="connected" editor="connection" type="int"> |
1572 | <attribute arch="connected" editor="connection" type="string"> |
1568 | Whenever the connection value is activated, |
1573 | Whenever the connection value is activated, |
1569 | the creator gets triggered. |
1574 | the creator gets triggered. |
1570 | </attribute> |
1575 | </attribute> |
1571 | &activate_on; |
1576 | &activate_on; |
1572 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1577 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
… | |
… | |
1604 | finds a specific object, it toggles its connected value. |
1609 | finds a specific object, it toggles its connected value. |
1605 | <br><br> |
1610 | <br><br> |
1606 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1611 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1607 | - First, detectors check their square for a match periodically, not |
1612 | - First, detectors check their square for a match periodically, not |
1608 | instantly. Second, detectors check directly for object names. Third, |
1613 | instantly. Second, detectors check directly for object names. Third, |
1609 | detectors do not check the inventory of players/monsters. ]]> |
1614 | detectors do not check the inventory of players/monsters.]]> |
1610 | </description> |
1615 | </description> |
1611 | <use><![CDATA[ |
1616 | <use><![CDATA[ |
1612 | There is one major speciality about detectors: You can detect spells |
1617 | There is one major speciality about detectors: You can detect spells |
1613 | blown over a detector! To detect a lighting bolt for example, set |
1618 | blown over a detector! To detect a lighting bolt for example, set |
1614 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1619 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1615 | walls, this can be very useful for map-mechanisms. ]]> |
1620 | walls, this can be very useful for map-mechanisms.]]> |
1616 | </use> |
1621 | </use> |
1617 | <attribute arch="no_pick" value="1" type="fixed" /> |
1622 | <attribute arch="no_pick" value="1" type="fixed" /> |
1618 | <attribute arch="slaying" editor="match name" type="string"> |
1623 | <attribute arch="slaying" editor="match name" type="string"> |
1619 | <match name> specifies the name of the object we are looking for. |
1624 | <match name> specifies the name of the object we are looking for. |
1620 | Actually it does also check for the <key string> in key-objects, |
1625 | Actually it does also check for the <key string> in key-objects, |
1621 | but for this case inventory checkers are often more powerful to use. |
1626 | but for this case inventory checkers are often more powerful to use. |
1622 | </attribute> |
1627 | </attribute> |
1623 | <attribute arch="connected" editor="connection" type="int"> |
1628 | <attribute arch="connected" editor="connection" type="string"> |
1624 | When the detector is triggered, all objects with the same |
1629 | When the detector is triggered, all objects with the same |
1625 | connection value get activated. |
1630 | connection value get activated. |
1626 | </attribute> |
1631 | </attribute> |
1627 | <attribute arch="speed" editor="detection speed" type="float"> |
1632 | <attribute arch="speed" editor="detection speed" type="float"> |
1628 | This value defines the time between two detector-checks. |
1633 | This value defines the time between two detector-checks. |
… | |
… | |
1636 | by 1. |
1641 | by 1. |
1637 | </attribute> |
1642 | </attribute> |
1638 | </type> |
1643 | </type> |
1639 | |
1644 | |
1640 | <!--####################################################################--> |
1645 | <!--####################################################################--> |
|
|
1646 | <type number="164" name="Map Script"> |
|
|
1647 | <ignore> |
|
|
1648 | <ignore_list name="system_object" /> |
|
|
1649 | </ignore> |
|
|
1650 | <description><![CDATA[ |
|
|
1651 | The map script object is a very special object that can react to connected |
|
|
1652 | events and executes a perl script. |
|
|
1653 | ]]> |
|
|
1654 | </description> |
|
|
1655 | <use><![CDATA[ |
|
|
1656 | The perl script gets passed an $activator object and can use the set/get/find/timer functions |
|
|
1657 | to react to/trigger other objects. |
|
|
1658 | ]]> |
|
|
1659 | </use> |
|
|
1660 | <attribute arch="connected" editor="connection" type="string"> |
|
|
1661 | When the map script object is triggered, it will execute |
|
|
1662 | the perl script with the triggering object as $activator. |
|
|
1663 | </attribute> |
|
|
1664 | &activate_on; |
|
|
1665 | <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> |
|
|
1666 | This perl script will be executed each time the objetc is triggered. |
|
|
1667 | </attribute> |
|
|
1668 | </type> |
|
|
1669 | |
|
|
1670 | <!--####################################################################--> |
1641 | <type number="112" name="Director"> |
1671 | <type number="112" name="Director"> |
1642 | <ignore> |
1672 | <ignore> |
1643 | <ignore_list name="non_pickable" /> |
1673 | <ignore_list name="non_pickable" /> |
1644 | </ignore> |
1674 | </ignore> |
1645 | <description><![CDATA[ |
1675 | <description><![CDATA[ |
1646 | Directors change the direction of spell objects and other projectiles |
1676 | Directors change the direction of spell objects and other projectiles |
1647 | that fly past. Unlike spinners, directors always move objects in the |
1677 | that fly past. Unlike spinners, directors always move objects in the |
1648 | same direction. It does not make a difference from what angle you |
1678 | same direction. It does not make a difference from what angle you |
1649 | shoot into it.<br> |
1679 | shoot into it.<br> |
1650 | Directors are visible per default. ]]> |
1680 | Directors are visible per default.]]> |
1651 | </description> |
1681 | </description> |
1652 | <use><![CDATA[ |
1682 | <use><![CDATA[ |
1653 | Directors are rarely used in maps. Sometimes they are placed to |
1683 | Directors are rarely used in maps. Sometimes they are placed to |
1654 | change the direction of spells coming out of magic walls, |
1684 | change the direction of spells coming out of magic walls, |
1655 | "channeling" spell-projectiles in some direction. When doing this, |
1685 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1657 | into them!</B> The spell-projectiles bouncing between the directors |
1687 | into them!</B> The spell-projectiles bouncing between the directors |
1658 | would accumulate to huge numbers and at some point slow down the |
1688 | would accumulate to huge numbers and at some point slow down the |
1659 | server by eating memory- and CPU-time. |
1689 | server by eating memory- and CPU-time. |
1660 | <br><br> |
1690 | <br><br> |
1661 | You'd better not place directors in monster vs. player combat |
1691 | You'd better not place directors in monster vs. player combat |
1662 | areas too much, because that freaks out wizard-type players. ]]> |
1692 | areas too much, because that freaks out wizard-type players.]]> |
1663 | </use> |
1693 | </use> |
1664 | <attribute arch="sp" editor="direction" type="list_direction"> |
1694 | <attribute arch="sp" editor="direction" type="list_direction"> |
1665 | Projectiles will leave the director flying in the selected <direction>. |
1695 | Projectiles will leave the director flying in the selected <direction>. |
1666 | A director with direction <none> simply stops projectiles. |
1696 | A director with direction <none> simply stops projectiles. |
1667 | (The latter works out a bit strange for some spells). |
1697 | (The latter works out a bit strange for some spells). |
… | |
… | |
1673 | <type number="158" name="Disease"> |
1703 | <type number="158" name="Disease"> |
1674 | <ignore> |
1704 | <ignore> |
1675 | <ignore_list name="system_object" /> |
1705 | <ignore_list name="system_object" /> |
1676 | </ignore> |
1706 | </ignore> |
1677 | <description><![CDATA[ |
1707 | <description><![CDATA[ |
1678 | Diseases are an intersting form of spellcraft in Crossfire. |
1708 | Diseases are an intersting form of spellcraft in Deliantra. |
1679 | Once casted, they can spread out and infect creatures in a large |
1709 | Once casted, they can spread out and infect creatures in a large |
1680 | area. Being infected can have various effects, from amusing farts |
1710 | area. Being infected can have various effects, from amusing farts |
1681 | to horrible damage - almost everything is possible. ]]> |
1711 | to horrible damage - almost everything is possible.]]> |
1682 | </description> |
1712 | </description> |
1683 | <use><![CDATA[ |
1713 | <use><![CDATA[ |
1684 | Diseases are extremely flexible and usable in a many ways. |
1714 | Diseases are extremely flexible and usable in a many ways. |
1685 | So far they are mostly used for causing bad, unwanted effects. |
1715 | So far they are mostly used for causing bad, unwanted effects. |
1686 | You could just as well create a disease which helps the player |
1716 | You could just as well create a disease which helps the player |
1687 | (recharging mana for example). |
1717 | (recharging mana for example). |
1688 | Infection with a "positive disease" could even be a quest reward. ]]> |
1718 | Infection with a "positive disease" could even be a quest reward.]]> |
1689 | </use> |
1719 | </use> |
1690 | <attribute arch="invisible" value="1" type="fixed" /> |
1720 | <attribute arch="invisible" value="1" type="fixed" /> |
1691 | <attribute arch="level" editor="plaque level" type="int"> |
1721 | <attribute arch="level" editor="plaque level" type="int"> |
1692 | The <plaque level> is proportional to the disease's deadliness. |
1722 | The <plaque level> is proportional to the disease's deadliness. |
1693 | This mainly reflects in the <damage>. It has no effect on |
1723 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1838 | </ignore> |
1868 | </ignore> |
1839 | <description><![CDATA[ |
1869 | <description><![CDATA[ |
1840 | A door can be opened with a normal key. It also can be broken by attacking |
1870 | A door can be opened with a normal key. It also can be broken by attacking |
1841 | it, and it can be defeated with the lockpicking skill. If a door is |
1871 | it, and it can be defeated with the lockpicking skill. If a door is |
1842 | defeated, horizontally and vertically adjacent doors are automatically |
1872 | defeated, horizontally and vertically adjacent doors are automatically |
1843 | removed. ]]> |
1873 | removed.]]> |
1844 | </description> |
1874 | </description> |
1845 | <attribute arch="no_pick" value="1" type="fixed" /> |
1875 | <attribute arch="no_pick" value="1" type="fixed" /> |
1846 | <attribute arch="alive" value="1" type="fixed" /> |
1876 | <attribute arch="alive" value="1" type="fixed" /> |
1847 | &movement_types_terrain; |
1877 | &movement_types_terrain; |
1848 | <attribute arch="hp" editor="hitpoints" type="int"> |
1878 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1875 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1905 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1876 | objects which lies somewhere on top of the duplicator. |
1906 | objects which lies somewhere on top of the duplicator. |
1877 | The duplicator has one arch name specified as <target arch>, |
1907 | The duplicator has one arch name specified as <target arch>, |
1878 | and only objects of this archetype can be affected.<br> |
1908 | and only objects of this archetype can be affected.<br> |
1879 | It will multiply the number of items in the pile, by the <multiply factor>. |
1909 | It will multiply the number of items in the pile, by the <multiply factor>. |
1880 | If the latter is set to zero, it will destroy objects. ]]> |
1910 | If the latter is set to zero, it will destroy objects.]]> |
1881 | </description> |
1911 | </description> |
1882 | <use><![CDATA[ |
1912 | <use><![CDATA[ |
1883 | I hope it is clear that one must be very cautious when inserting a duplicator |
1913 | I hope it is clear that one must be very cautious when inserting a duplicator |
1884 | anywhere with <multiply factor> greater than one. |
1914 | anywhere with <multiply factor> greater than one. |
1885 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1915 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1886 | It is <b>not acceptable</b> to allow duplication of anything other than |
1916 | It is <b>not acceptable</b> to allow duplication of anything other than |
1887 | coins, gold and jewels. Besides, it is very important that the chance to |
1917 | coins, gold and jewels. Besides, it is very important that the chance to |
1888 | loose the input matches the chance to earn winnings.<br> |
1918 | loose the input matches the chance to earn winnings.<br> |
1889 | A duplicator with <multiply factor> 3 for example should have a |
1919 | A duplicator with <multiply factor> 3 for example should have a |
1890 | loosing rate of 2/3 = 67%. ]]> |
1920 | loosing rate of 2/3 = 67%.]]> |
1891 | </use> |
1921 | </use> |
1892 | <attribute arch="other_arch" editor="target arch" type="string"> |
1922 | <attribute arch="other_arch" editor="target arch" type="string"> |
1893 | Only objects of matching archtype, lying ontop of the duplicator will be |
1923 | Only objects of matching archtype, lying ontop of the duplicator will be |
1894 | duplicated, multiplied or removed. All other objects will be ignored. |
1924 | duplicated, multiplied or removed. All other objects will be ignored. |
1895 | </attribute> |
1925 | </attribute> |
1896 | <attribute arch="level" editor="multiply factor" type="int"> |
1926 | <attribute arch="level" editor="multiply factor" type="int"> |
1897 | The number of items in the target pile will be multiplied by the |
1927 | The number of items in the target pile will be multiplied by the |
1898 | <multiply factor>. If it is set to zero, all target objects |
1928 | <multiply factor>. If it is set to zero, all target objects |
1899 | will be destroyed. |
1929 | will be destroyed. |
1900 | </attribute> |
1930 | </attribute> |
1901 | <attribute arch="connected" editor="connection" type="int"> |
1931 | <attribute arch="connected" editor="connection" type="string"> |
1902 | An activator (lever, altar, button, etc) with matching connection value |
1932 | An activator (lever, altar, button, etc) with matching connection value |
1903 | is able to trigger this duplicator. Be very careful that players cannot |
1933 | is able to trigger this duplicator. Be very careful that players cannot |
1904 | abuse it to create endless amounts of money or other valuable stuff! |
1934 | abuse it to create endless amounts of money or other valuable stuff! |
1905 | </attribute> |
1935 | </attribute> |
1906 | &activate_on; |
1936 | &activate_on; |
… | |
… | |
1913 | </ignore> |
1943 | </ignore> |
1914 | <description><![CDATA[ |
1944 | <description><![CDATA[ |
1915 | When the player applies an exit, he is transferred to a different location. |
1945 | When the player applies an exit, he is transferred to a different location. |
1916 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1946 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1917 | the exit just by walking into it, or by pressing <a>pply when standing on |
1947 | the exit just by walking into it, or by pressing <a>pply when standing on |
1918 | the exit. ]]> |
1948 | the exit. ]]> |
1919 | </description> |
1949 | </description> |
1920 | <use><![CDATA[ |
1950 | <use><![CDATA[ |
1921 | If you want to have an invisible exit, set <invisible> (, of course |
1951 | If you want to have an invisible exit, set <invisible> (, of course |
1922 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1952 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1923 | detected with the show_invisible spell. |
1953 | detected with the show_invisible spell. |
1924 | <br><br> |
1954 | <br><br> |
1925 | You can be quite creative with the outlook of secret exits (their "face"). |
1955 | You can be quite creative with the outlook of secret exits (their "face"). |
1926 | Don't forget to give the player relyable hints about them though. ]]> |
1956 | Don't forget to give the player relyable hints about them though.]]> |
1927 | </use> |
1957 | </use> |
1928 | <attribute arch="slaying" editor="exit path" type="string"> |
1958 | <attribute arch="slaying" editor="exit path" type="string"> |
1929 | The exit path defines the map that the player is transferred to. |
1959 | The exit path defines the map that the player is transferred to. |
1930 | You can enter an absolute path, beginning with '/' (for example |
1960 | You can enter an absolute path, beginning with '/' (for example |
1931 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1961 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1973 | little health by eating flesh-objects. <br> |
2003 | little health by eating flesh-objects. <br> |
1974 | For dragon players, flesh plays a very special role though: If the |
2004 | For dragon players, flesh plays a very special role though: If the |
1975 | flesh has resistances set, a dragon player has a chance to gain resistance in |
2005 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1976 | those categories. The only constraint to this process is the <flesh level>. |
2006 | those categories. The only constraint to this process is the <flesh level>. |
1977 | Don't forget that flesh items with resistances have to be balanced |
2007 | Don't forget that flesh items with resistances have to be balanced |
1978 | according to map/monster difficulty. ]]> |
2008 | according to map/monster difficulty.]]> |
1979 | </description> |
2009 | </description> |
1980 | <use><![CDATA[ |
2010 | <use><![CDATA[ |
1981 | For dragon players, flesh items can be highly valuable. Note that many |
2011 | For dragon players, flesh items can be highly valuable. Note that many |
1982 | standard monsters carry flesh items from their <treasurelist>. |
2012 | standard monsters carry flesh items from their <treasurelist>. |
1983 | These flesh items "inherit" resistances and level from the monster they belong to. |
2013 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1985 | not the case - so you have to set it manually. |
2015 | not the case - so you have to set it manually. |
1986 | <br><br> |
2016 | <br><br> |
1987 | Generally adding special flesh-treaties for dragon players is a great thing |
2017 | Generally adding special flesh-treaties for dragon players is a great thing |
1988 | to do. Always consider that dragon players might really not be interested |
2018 | to do. Always consider that dragon players might really not be interested |
1989 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
2019 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1990 | out on the reward completely. ]]> |
2020 | out on the reward completely.]]> |
1991 | </use> |
2021 | </use> |
1992 | <attribute arch="food" editor="foodpoints" type="int"> |
2022 | <attribute arch="food" editor="foodpoints" type="int"> |
1993 | The player's stomache will get filled with this amount of foodpoints. |
2023 | The player's stomache will get filled with this amount of foodpoints. |
1994 | The player's health will increase by <foodpoints>/50 hp. |
2024 | The player's health will increase by <foodpoints>/50 hp. |
1995 | </attribute> |
2025 | </attribute> |
… | |
… | |
2019 | <ignore> |
2049 | <ignore> |
2020 | <ignore_list name="non_pickable" /> |
2050 | <ignore_list name="non_pickable" /> |
2021 | </ignore> |
2051 | </ignore> |
2022 | <description><![CDATA[ |
2052 | <description><![CDATA[ |
2023 | Floor is a very basic thing whithout too much |
2053 | Floor is a very basic thing whithout too much |
2024 | functionality. It's a floor - you stand on it. ]]> |
2054 | functionality. It's a floor - you stand on it.]]> |
2025 | </description> |
2055 | </description> |
2026 | <attribute arch="is_floor" value="1" type="fixed" /> |
2056 | <attribute arch="is_floor" value="1" type="fixed" /> |
2027 | <attribute arch="no_pick" value="1" type="fixed" /> |
2057 | <attribute arch="no_pick" value="1" type="fixed" /> |
2028 | <section name="terrain"> |
2058 | <section name="terrain"> |
2029 | &movement_types_terrain; |
2059 | &movement_types_terrain; |
… | |
… | |
2063 | Encounter-Floor is pretty much the same as normal floor. |
2093 | Encounter-Floor is pretty much the same as normal floor. |
2064 | Most outdoor floor/ground-arches are set to be "encounters". |
2094 | Most outdoor floor/ground-arches are set to be "encounters". |
2065 | That is kind of a relict from former code: When walking over |
2095 | That is kind of a relict from former code: When walking over |
2066 | encounter-floor, players sometimes got beamed to little maps |
2096 | encounter-floor, players sometimes got beamed to little maps |
2067 | with monsters on them. Nowadays this feature is disabled - |
2097 | with monsters on them. Nowadays this feature is disabled - |
2068 | Hence encounter floor is not different from normal floor. ]]> |
2098 | Hence encounter floor is not different from normal floor.]]> |
2069 | </description> |
2099 | </description> |
2070 | <attribute arch="is_floor" value="1" type="fixed" /> |
2100 | <attribute arch="is_floor" value="1" type="fixed" /> |
2071 | <attribute arch="no_pick" value="1" type="fixed" /> |
2101 | <attribute arch="no_pick" value="1" type="fixed" /> |
2072 | <section name="terrain"> |
2102 | <section name="terrain"> |
2073 | &movement_types_terrain; |
2103 | &movement_types_terrain; |
… | |
… | |
2100 | |
2130 | |
2101 | <!--####################################################################--> |
2131 | <!--####################################################################--> |
2102 | <type number="6" name="Food"> |
2132 | <type number="6" name="Food"> |
2103 | <description><![CDATA[ |
2133 | <description><![CDATA[ |
2104 | By eating/drinking food-objects, the player can fill his |
2134 | By eating/drinking food-objects, the player can fill his |
2105 | stomache and gain a little health. ]]> |
2135 | stomache and gain a little health.]]> |
2106 | </description> |
2136 | </description> |
2107 | <attribute arch="food" editor="foodpoints" type="int"> |
2137 | <attribute arch="food" editor="foodpoints" type="int"> |
2108 | The player's stomache will get filled with this amount of foodpoints. |
2138 | The player's stomache will get filled with this amount of foodpoints. |
2109 | The player's health will increase by <foodpoints>/50 hp. |
2139 | The player's health will increase by <foodpoints>/50 hp. |
2110 | </attribute> |
2140 | </attribute> |
… | |
… | |
2118 | <type number="91" name="Gate"> |
2148 | <type number="91" name="Gate"> |
2119 | <ignore> |
2149 | <ignore> |
2120 | <ignore_list name="non_pickable" /> |
2150 | <ignore_list name="non_pickable" /> |
2121 | </ignore> |
2151 | </ignore> |
2122 | <description><![CDATA[ |
2152 | <description><![CDATA[ |
2123 | Gates play an important role in Crossfire. Gates can be opened |
2153 | Gates play an important role in Deliantra. Gates can be opened |
2124 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2154 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2125 | or carrying special key-objects (-> inventory checker). |
2155 | or carrying special key-objects (-> inventory checker). |
2126 | Unlike locked doors, gates can get shut again after a player has |
2156 | Unlike locked doors, gates can get shut again after a player has |
2127 | passed, which makes them more practical in many cases. ]]> |
2157 | passed, which makes them more practical in many cases.]]> |
2128 | </description> |
2158 | </description> |
2129 | <use><![CDATA[ |
2159 | <use><![CDATA[ |
2130 | Use gates to divide your maps into seperated areas. After solving |
2160 | Use gates to divide your maps into seperated areas. After solving |
2131 | area A, the player gains access to area B, and so on. Make your |
2161 | area A, the player gains access to area B, and so on. Make your |
2132 | maps more complex than "one-way". ]]> |
2162 | maps more complex than "one-way".]]> |
2133 | </use> |
2163 | </use> |
2134 | <attribute arch="no_pick" value="1" type="fixed" /> |
2164 | <attribute arch="no_pick" value="1" type="fixed" /> |
2135 | <attribute arch="speed" value="1" type="float"> |
2165 | <attribute arch="speed" value="1" type="float"> |
2136 | The speed of the gate affects how fast it is closing/opening. |
2166 | The speed of the gate affects how fast it is closing/opening. |
2137 | </attribute> |
2167 | </attribute> |
2138 | <attribute arch="connected" editor="connection" type="int"> |
2168 | <attribute arch="connected" editor="connection" type="string"> |
2139 | Whenever the inventory checker is triggered, all objects with identical |
2169 | Whenever the inventory checker is triggered, all objects with identical |
2140 | <connection> value get activated. This only makes sense together with |
2170 | <connection> value get activated. This only makes sense together with |
2141 | <blocking passage> disabled. |
2171 | <blocking passage> disabled. |
2142 | </attribute> |
2172 | </attribute> |
2143 | <attribute arch="wc" editor="position state" type="int"> |
2173 | <attribute arch="wc" editor="position state" type="int"> |
… | |
… | |
2161 | <type number="113" name="Girdle"> |
2191 | <type number="113" name="Girdle"> |
2162 | <import_type name="Amulet" /> |
2192 | <import_type name="Amulet" /> |
2163 | <description><![CDATA[ |
2193 | <description><![CDATA[ |
2164 | Wearing a girdle, the object's stats will directly be inherited to |
2194 | Wearing a girdle, the object's stats will directly be inherited to |
2165 | the player. Girdles usually provide stats- or damage bonuses and no |
2195 | the player. Girdles usually provide stats- or damage bonuses and no |
2166 | defense. ]]> |
2196 | defense.]]> |
2167 | </description> |
2197 | </description> |
2168 | <use><![CDATA[ |
2198 | <use><![CDATA[ |
2169 | Feel free to create your own special artifacts. However, it is very |
2199 | Feel free to create your own special artifacts. However, it is very |
2170 | important that you keep your artifact in balance with existing maps. ]]> |
2200 | important that you keep your artifact in balance with existing maps.]]> |
2171 | </use> |
2201 | </use> |
2172 | <attribute arch="magic" editor="magic bonus" type="int"> |
2202 | <attribute arch="magic" editor="magic bonus" type="int"> |
2173 | <magic bonus> works just like ac, except that it can be improved by |
2203 | <magic bonus> works just like ac, except that it can be improved by |
2174 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2204 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2175 | than direct armour-class bonus on the helmet. |
2205 | than direct armour-class bonus on the helmet. |
… | |
… | |
2183 | <!--####################################################################--> |
2213 | <!--####################################################################--> |
2184 | <type number="100" name="Gloves"> |
2214 | <type number="100" name="Gloves"> |
2185 | <import_type name="Amulet" /> |
2215 | <import_type name="Amulet" /> |
2186 | <description><![CDATA[ |
2216 | <description><![CDATA[ |
2187 | Wearing gloves, the object's stats will directly be inherited to |
2217 | Wearing gloves, the object's stats will directly be inherited to |
2188 | the player. Gloves can add defense or damage bonuses. ]]> |
2218 | the player. Gloves can add defense or damage bonuses.]]> |
2189 | </description> |
2219 | </description> |
2190 | <use><![CDATA[ |
2220 | <use><![CDATA[ |
2191 | Feel free to create your own special artifacts. However, it is very |
2221 | Feel free to create your own special artifacts. However, it is very |
2192 | important that you keep your artifact in balance with existing maps. ]]> |
2222 | important that you keep your artifact in balance with existing maps.]]> |
2193 | </use> |
2223 | </use> |
2194 | <attribute arch="magic" editor="magic bonus" type="int"> |
2224 | <attribute arch="magic" editor="magic bonus" type="int"> |
2195 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2225 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2196 | If the gloves have <weapon class> instead, then <magic bonus> |
2226 | If the gloves have <weapon class> instead, then <magic bonus> |
2197 | will increase that. |
2227 | will increase that. |
… | |
… | |
2203 | <ignore> |
2233 | <ignore> |
2204 | <ignore_list name="non_pickable" /> |
2234 | <ignore_list name="non_pickable" /> |
2205 | </ignore> |
2235 | </ignore> |
2206 | <description><![CDATA[ |
2236 | <description><![CDATA[ |
2207 | A handle can be applied by players and (certain) monsters. |
2237 | A handle can be applied by players and (certain) monsters. |
2208 | Every time it is applied, the <connection> value is triggered. ]]> |
2238 | Every time it is applied, the <connection> value is triggered.]]> |
2209 | </description> |
2239 | </description> |
2210 | <use><![CDATA[ |
2240 | <use><![CDATA[ |
2211 | Handles are commonly used to move gates. When placing your lever, |
2241 | Handles are commonly used to move gates. When placing your lever, |
2212 | don't forget that some monsters are able to apply it. |
2242 | don't forget that some monsters are able to apply it. |
2213 | The ability to apply levers is rare among monsters - |
2243 | The ability to apply levers is rare among monsters - |
2214 | but vampires can do it for example. ]]> |
2244 | but vampires can do it for example.]]> |
2215 | </use> |
2245 | </use> |
2216 | <attribute arch="no_pick" value="1" type="fixed" /> |
2246 | <attribute arch="no_pick" value="1" type="fixed" /> |
2217 | <attribute arch="connected" editor="connection" type="int"> |
2247 | <attribute arch="connected" editor="connection" type="string"> |
2218 | Every time the handle is applied, all objects |
2248 | Every time the handle is applied, all objects |
2219 | with the same <connection> value are activated. |
2249 | with the same <connection> value are activated. |
2220 | </attribute> |
2250 | </attribute> |
2221 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2251 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2222 | This text may describe the item. You can use this |
2252 | This text may describe the item. You can use this |
… | |
… | |
2231 | <ignore_list name="non_pickable" /> |
2261 | <ignore_list name="non_pickable" /> |
2232 | </ignore> |
2262 | </ignore> |
2233 | <description><![CDATA[ |
2263 | <description><![CDATA[ |
2234 | Handle triggers are handles which reset after a short period |
2264 | Handle triggers are handles which reset after a short period |
2235 | of time. Every time it is either applied or reset, the |
2265 | of time. Every time it is either applied or reset, the |
2236 | <connection> value is triggered. ]]> |
2266 | <connection> value is triggered.]]> |
2237 | </description> |
2267 | </description> |
2238 | <use><![CDATA[ |
2268 | <use><![CDATA[ |
2239 | When you connect an ordinary handle to a gate, the gate normally remains |
2269 | When you connect an ordinary handle to a gate, the gate normally remains |
2240 | opened after the first player passed. If you want to keep the gate shut, |
2270 | opened after the first player passed. If you want to keep the gate shut, |
2241 | connecting it to a handle trigger is an easy solution. ]]> |
2271 | connecting it to a handle trigger is an easy solution. ]]> |
2242 | </use> |
2272 | </use> |
2243 | </type> |
2273 | </type> |
2244 | |
2274 | |
2245 | <!--####################################################################--> |
2275 | <!--####################################################################--> |
2246 | <type number="88" name="Hazard Floor"> |
2276 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2251 | <ignore_list name="non_pickable" /> |
2281 | <ignore_list name="non_pickable" /> |
2252 | </ignore> |
2282 | </ignore> |
2253 | <description><![CDATA[ |
2283 | <description><![CDATA[ |
2254 | The best example for Hazard Floor is lava. It works like standard |
2284 | The best example for Hazard Floor is lava. It works like standard |
2255 | floor, but damages all creatures standing on it. |
2285 | floor, but damages all creatures standing on it. |
2256 | Damage is taken in regular time intervals. ]]> |
2286 | Damage is taken in regular time intervals.]]> |
2257 | </description> |
2287 | </description> |
2258 | <use><![CDATA[ |
2288 | <use><![CDATA[ |
2259 | The default lava for example does minor damage. But you can turn |
2289 | The default lava for example does minor damage. But you can turn |
2260 | it up so that your hazard floor poses a real threat.<br> |
2290 | it up so that your hazard floor poses a real threat.<br> |
2261 | Like magic walls, such floors add a permanent thrill to your map. |
2291 | Like magic walls, such floors add a permanent thrill to your map. |
2262 | You can use that to safely chase off too-weak players, or just |
2292 | You can use that to safely chase off too-weak players, or just |
2263 | to have something different. ]]> |
2293 | to have something different.]]> |
2264 | </use> |
2294 | </use> |
2265 | <attribute arch="is_floor" value="1" type="fixed" /> |
2295 | <attribute arch="is_floor" value="1" type="fixed" /> |
2266 | <attribute arch="lifesave" value="1" type="fixed" /> |
2296 | <attribute arch="lifesave" value="1" type="fixed" /> |
2267 | &move_on; |
2297 | &move_on; |
2268 | <attribute arch="no_pick" value="1" type="fixed" /> |
2298 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2319 | <import_type name="Amulet" /> |
2349 | <import_type name="Amulet" /> |
2320 | <description><![CDATA[ |
2350 | <description><![CDATA[ |
2321 | Wearing a helmet, the object's stats will directly be inherited to |
2351 | Wearing a helmet, the object's stats will directly be inherited to |
2322 | the player. Normal helmets usually increase defense, while crowns |
2352 | the player. Normal helmets usually increase defense, while crowns |
2323 | add more special bonuses like stats/resistances paired with |
2353 | add more special bonuses like stats/resistances paired with |
2324 | low defense. ]]> |
2354 | low defense.]]> |
2325 | </description> |
2355 | </description> |
2326 | <use><![CDATA[ |
2356 | <use><![CDATA[ |
2327 | Feel free to create your own special artifacts. However, it is very |
2357 | Feel free to create your own special artifacts. However, it is very |
2328 | important that you keep your artifact in balance with existing maps. ]]> |
2358 | important that you keep your artifact in balance with existing maps.]]> |
2329 | </use> |
2359 | </use> |
2330 | <attribute arch="magic" editor="magic bonus" type="int"> |
2360 | <attribute arch="magic" editor="magic bonus" type="int"> |
2331 | <magic bonus> works just like ac, except that it can be improved by |
2361 | <magic bonus> works just like ac, except that it can be improved by |
2332 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2362 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2333 | than direct armour-class bonus on the helmet. |
2363 | than direct armour-class bonus on the helmet. |
… | |
… | |
2344 | <ignore_list name="non_pickable" /> |
2374 | <ignore_list name="non_pickable" /> |
2345 | </ignore> |
2375 | </ignore> |
2346 | <description><![CDATA[ |
2376 | <description><![CDATA[ |
2347 | Holy_altars are altars for the various religions. Praying |
2377 | Holy_altars are altars for the various religions. Praying |
2348 | at a Holy_altar will make you a follower of that god, and |
2378 | at a Holy_altar will make you a follower of that god, and |
2349 | if you already follow that god, you may get some extra bonus. ]]> |
2379 | if you already follow that god, you may get some extra bonus.]]> |
2350 | </description> |
2380 | </description> |
2351 | <attribute arch="no_pick" value="1" type="fixed" /> |
2381 | <attribute arch="no_pick" value="1" type="fixed" /> |
2352 | <attribute arch="other_arch" editor="god name" type="string"> |
2382 | <attribute arch="other_arch" editor="god name" type="string"> |
2353 | The altar belongs to the god of the given name. Possible options for |
2383 | The altar belongs to the god of the given name. Possible options for |
2354 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2384 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2377 | Horns are very similar to rods. The difference is that horns regenerate |
2407 | Horns are very similar to rods. The difference is that horns regenerate |
2378 | spellpoints faster and thus are more valuable than rods. |
2408 | spellpoints faster and thus are more valuable than rods. |
2379 | <br><br> |
2409 | <br><br> |
2380 | A horn contains a spell. The player can use this spell by applying and |
2410 | A horn contains a spell. The player can use this spell by applying and |
2381 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2411 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2382 | used endlessly. ]]> |
2412 | used endlessly.]]> |
2383 | </description> |
2413 | </description> |
2384 | <use><![CDATA[ |
2414 | <use><![CDATA[ |
2385 | Horns are powerful due to their fast recharge rate. They should |
2415 | Horns are powerful due to their fast recharge rate. They should |
2386 | never contain high level attacking spells. Even curing/healing spells |
2416 | never contain high level attacking spells. Even curing/healing spells |
2387 | are almost too good on a horn. ]]> |
2417 | are almost too good on a horn.]]> |
2388 | </use> |
2418 | </use> |
2389 | <attribute arch="sp" editor="spell" type="spell"> |
2419 | <attribute arch="sp" editor="spell" type="spell"> |
2390 | Sets the <spell> of the horn. Consider twice before handing out any |
2420 | Sets the <spell> of the horn. Consider twice before handing out any |
2391 | horns to players, since they can be used endlessly without any mana cost! |
2421 | horns to players, since they can be used endlessly without any mana cost! |
2392 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2422 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2418 | <!--####################################################################--> |
2448 | <!--####################################################################--> |
2419 | <type number="73" name="Inorganic"> |
2449 | <type number="73" name="Inorganic"> |
2420 | <description><![CDATA[ |
2450 | <description><![CDATA[ |
2421 | Inorganic materials are generally used as ingredients for |
2451 | Inorganic materials are generally used as ingredients for |
2422 | alchemical receipes. By themselves, they have no special |
2452 | alchemical receipes. By themselves, they have no special |
2423 | functionalities. ]]> |
2453 | functionalities.]]> |
2424 | </description> |
2454 | </description> |
2425 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2455 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2426 | </attribute> |
2456 | </attribute> |
2427 | &resistances_basic; |
2457 | &resistances_basic; |
2428 | </type> |
2458 | </type> |
… | |
… | |
2441 | <br><br> |
2471 | <br><br> |
2442 | Alternatively, you can set your inv. checker to block all players |
2472 | Alternatively, you can set your inv. checker to block all players |
2443 | that do/don't carry the matching object. |
2473 | that do/don't carry the matching object. |
2444 | <br><br> |
2474 | <br><br> |
2445 | As you can see, inv. checkers are quite powerful, holding a |
2475 | As you can see, inv. checkers are quite powerful, holding a |
2446 | great variety of possibilities. ]]> |
2476 | great variety of possibilities.]]> |
2447 | </description> |
2477 | </description> |
2448 | <use><![CDATA[ |
2478 | <use><![CDATA[ |
2449 | Putting a check_inventory space in front of a gate (one below) and |
2479 | Putting a check_inventory space in front of a gate (one below) and |
2450 | one on the opposite side works reasonably well as a control mechanism. |
2480 | one on the opposite side works reasonably well as a control mechanism. |
2451 | Unlike the key/door-combo, this one works infinite since it is |
2481 | Unlike the key/door-combo, this one works infinite since it is |
2452 | independant from map reset. Use it to put a "structure" into your |
2482 | independant from map reset. Use it to put a "structure" into your |
2453 | maps: Player must solve area A to gain access to area B. This concept |
2483 | maps: Player must solve area A to gain access to area B. This concept |
2454 | can be found in nearly every RPG - simple but effective. ]]> |
2484 | can be found in nearly every RPG - simple but effective.]]> |
2455 | </use> |
2485 | </use> |
2456 | <attribute arch="no_pick" value="1" type="fixed" /> |
2486 | <attribute arch="no_pick" value="1" type="fixed" /> |
2457 | <attribute arch="slaying" editor="match key string" type="string"> |
2487 | <attribute arch="slaying" editor="match key string" type="string"> |
2458 | This string specifies the object we are looking for: We have a match |
2488 | This string specifies the object we are looking for: We have a match |
2459 | if the player does/don't carry a key object or a mark with identical |
2489 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2475 | </attribute> |
2505 | </attribute> |
2476 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2506 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2477 | Enabled means having that object is a match. |
2507 | Enabled means having that object is a match. |
2478 | Disabled means not having that object is a match. |
2508 | Disabled means not having that object is a match. |
2479 | </attribute> |
2509 | </attribute> |
2480 | <attribute arch="connected" editor="connection" type="int"> |
2510 | <attribute arch="connected" editor="connection" type="string"> |
2481 | Whenever the inventory checker is triggered, all objects with identical |
2511 | Whenever the inventory checker is triggered, all objects with identical |
2482 | <connection> value get activated. This only makes sense together with |
2512 | <connection> value get activated. This only makes sense together with |
2483 | <blocking passage> disabled. |
2513 | <blocking passage> disabled. |
2484 | </attribute> |
2514 | </attribute> |
2485 | &movement_types_terrain; |
2515 | &movement_types_terrain; |
… | |
… | |
2535 | <!--####################################################################--> |
2565 | <!--####################################################################--> |
2536 | <type number="60" name="Jewel"> |
2566 | <type number="60" name="Jewel"> |
2537 | <description><![CDATA[ |
2567 | <description><![CDATA[ |
2538 | Items of the type Gold & Jewels are handled like a currency. |
2568 | Items of the type Gold & Jewels are handled like a currency. |
2539 | Unlike for any other type of item, in shops, the buy- and selling |
2569 | Unlike for any other type of item, in shops, the buy- and selling |
2540 | prices differ only marginally. ]]> |
2570 | prices differ only marginally.]]> |
2541 | </description> |
2571 | </description> |
2542 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2572 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2543 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2573 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2544 | This text may describe the object. |
2574 | This text may describe the object. |
2545 | </attribute> |
2575 | </attribute> |
… | |
… | |
2547 | |
2577 | |
2548 | <!--####################################################################--> |
2578 | <!--####################################################################--> |
2549 | <type number="24" name="Key"> |
2579 | <type number="24" name="Key"> |
2550 | <description><![CDATA[ |
2580 | <description><![CDATA[ |
2551 | When carrying a key, a normal door can be opened. The key will |
2581 | When carrying a key, a normal door can be opened. The key will |
2552 | disappear. ]]> |
2582 | disappear.]]> |
2553 | </description> |
2583 | </description> |
2554 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2584 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2555 | A godgiven item vanishes as soon as the player |
2585 | A godgiven item vanishes as soon as the player |
2556 | drops it to the ground. |
2586 | drops it to the ground. |
2557 | </attribute> |
2587 | </attribute> |
… | |
… | |
2562 | <ignore> |
2592 | <ignore> |
2563 | <ignore_list name="non_pickable" /> |
2593 | <ignore_list name="non_pickable" /> |
2564 | </ignore> |
2594 | </ignore> |
2565 | <description><![CDATA[ |
2595 | <description><![CDATA[ |
2566 | A locked door can be opened only when carrying |
2596 | A locked door can be opened only when carrying |
2567 | the appropriate special key. ]]> |
2597 | the appropriate special key.]]> |
2568 | </description> |
2598 | </description> |
2569 | <use><![CDATA[ |
2599 | <use><![CDATA[ |
2570 | If you want to create a locked door that cannot be opened (no key), |
2600 | If you want to create a locked door that cannot be opened (no key), |
2571 | set a <key string> like "no_key_available". This will clearify things |
2601 | set a <key string> like "no_key_available". This will clearify things |
2572 | and only a fool would create a key matching that string. |
2602 | and only a fool would create a key matching that string. |
… | |
… | |
2574 | Door-objects can not only be used for "doors". In many maps these |
2604 | Door-objects can not only be used for "doors". In many maps these |
2575 | are used with all kinds of faces/names, especially often as |
2605 | are used with all kinds of faces/names, especially often as |
2576 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2606 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2577 | There you have magic forces (door objects) put under certain artifact |
2607 | There you have magic forces (door objects) put under certain artifact |
2578 | items. To get your hands on the artifacts, you need to bring up the |
2608 | items. To get your hands on the artifacts, you need to bring up the |
2579 | appropriate quest items (key objects). ]]> |
2609 | appropriate quest items (key objects).]]> |
2580 | </use> |
2610 | </use> |
2581 | <attribute arch="move_type" value="0" type="fixed" /> |
2611 | <attribute arch="move_type" value="0" type="fixed" /> |
2582 | <attribute arch="no_pick" value="1" type="fixed" /> |
2612 | <attribute arch="no_pick" value="1" type="fixed" /> |
2583 | <attribute arch="slaying" editor="key string" type="string"> |
2613 | <attribute arch="slaying" editor="key string" type="string"> |
2584 | The <key string> in the door must be identical with the |
2614 | The <key string> in the door must be identical with the |
2585 | <key string> in the special key, then the door is unlocked. |
2615 | <key string> in the special key, then the door is unlocked. |
2586 | It is VERY important to set the <key string> to something that |
2616 | It is VERY important to set the <key string> to something that |
2587 | is unique among the CF mapset. |
2617 | is unique among the Deliantra mapset. |
2588 | |
2618 | |
2589 | DONT EVER USE the default string "set_individual_value". |
2619 | DONT EVER USE the default string "set_individual_value". |
2590 | </attribute> |
2620 | </attribute> |
2591 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2621 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2592 | Restricting the use of spells to pass this door. |
2622 | Restricting the use of spells to pass this door. |
… | |
… | |
2611 | <ignore> |
2641 | <ignore> |
2612 | <ignore_list name="system_object" /> |
2642 | <ignore_list name="system_object" /> |
2613 | </ignore> |
2643 | </ignore> |
2614 | <description><![CDATA[ |
2644 | <description><![CDATA[ |
2615 | Magic_ears trigger a connected value |
2645 | Magic_ears trigger a connected value |
2616 | when the player speaks a specific keyword. ]]> |
2646 | when the player speaks a specific keyword.]]> |
2617 | </description> |
2647 | </description> |
2618 | <use><![CDATA[ |
2648 | <use><![CDATA[ |
2619 | Whenever you put magic_ears on your maps, make sure there are |
2649 | Whenever you put magic_ears on your maps, make sure there are |
2620 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2650 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2621 | something like a gate that is opened by speaking "open" or |
2651 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2623 | <br><br> |
2653 | <br><br> |
2624 | Magic_ears are typically used for interaction with NPCs. You |
2654 | Magic_ears are typically used for interaction with NPCs. You |
2625 | can create the impression that the NPC actually *does* something |
2655 | can create the impression that the NPC actually *does* something |
2626 | according to his conversation with a player. Mostly this means |
2656 | according to his conversation with a player. Mostly this means |
2627 | opening a gate or handing out some item, but you could be quite |
2657 | opening a gate or handing out some item, but you could be quite |
2628 | creative here. ]]> |
2658 | creative here.]]> |
2629 | </use> |
2659 | </use> |
2630 | <attribute arch="no_pick" value="1" type="fixed" /> |
2660 | <attribute arch="no_pick" value="1" type="fixed" /> |
2631 | <attribute arch="connected" editor="connection" type="int"> |
2661 | <attribute arch="connected" editor="connection" type="string"> |
2632 | The Magic_ear will trigger all objects with the |
2662 | The Magic_ear will trigger all objects with the |
2633 | same connection value, every time it is activated. |
2663 | same connection value, every time it is activated. |
2634 | </attribute> |
2664 | </attribute> |
2635 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2665 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2636 | This textfield contains the keyword-matching-syntax. The text should |
2666 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2655 | Magic walls can contain any spell. However, some spells do not |
2685 | Magic walls can contain any spell. However, some spells do not |
2656 | operate very successfully in them. The only way to know is to test |
2686 | operate very successfully in them. The only way to know is to test |
2657 | the spell you want to use with a wall. |
2687 | the spell you want to use with a wall. |
2658 | <br><br> |
2688 | <br><br> |
2659 | Several types of magical walls are predefined for you in the |
2689 | Several types of magical walls are predefined for you in the |
2660 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2690 | archetypes, and can be found on the "connected" Pickmap.]]> |
2661 | </description> |
2691 | </description> |
2662 | <use><![CDATA[ |
2692 | <use><![CDATA[ |
2663 | Spellcasting walls pose an interesting alternative to monsters. |
2693 | Spellcasting walls pose an interesting alternative to monsters. |
2664 | Usually they are set to be undestroyable. Thus, while monsters |
2694 | Usually they are set to be undestroyable. Thus, while monsters |
2665 | in a map can be cleared out, the magic walls remain. Low level |
2695 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2676 | walls' spell(s). |
2706 | walls' spell(s). |
2677 | <br><br> |
2707 | <br><br> |
2678 | It is possible to make walls rotate when triggered. But that is so |
2708 | It is possible to make walls rotate when triggered. But that is so |
2679 | confusing (and useless IMHO) that I did not mention it above. You |
2709 | confusing (and useless IMHO) that I did not mention it above. You |
2680 | can find a working example on the map |
2710 | can find a working example on the map |
2681 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2711 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2682 | </use> |
2712 | </use> |
2683 | <attribute arch="dam" editor="spell" type="spell"> |
2713 | <attribute arch="dam" editor="spell" type="spell"> |
2684 | The magic wall will cast this <spell>. |
2714 | The magic wall will cast this <spell>. |
2685 | </attribute> |
2715 | </attribute> |
2686 | <attribute arch="level" editor="spell level" type="int"> |
2716 | <attribute arch="level" editor="spell level" type="int"> |
2687 | The wall will cast it's spells at level <spell level>. "level 1" |
2717 | The wall will cast it's spells at level <spell level>. "level 1" |
2688 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2718 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2689 | spells. Arch default is level 1 - you should always set this value |
2719 | spells. Arch default is level 1 - you should always set this value |
2690 | to meet the overall difficulty of your map. |
2720 | to meet the overall difficulty of your map. |
2691 | </attribute> |
2721 | </attribute> |
2692 | <attribute arch="connected" editor="connection" type="int"> |
2722 | <attribute arch="connected" editor="connection" type="string"> |
2693 | Every time the <connection> value is triggered, the wall will cast |
2723 | Every time the <connection> value is triggered, the wall will cast |
2694 | it's spell. You should set <casting speed> to zero, or this won't |
2724 | it's spell. You should set <casting speed> to zero, or this won't |
2695 | have much visible effect. |
2725 | have much visible effect. |
2696 | </attribute> |
2726 | </attribute> |
2697 | &activate_on; |
2727 | &activate_on; |
… | |
… | |
2741 | player stepping on it. This force does nothing except containing a |
2771 | player stepping on it. This force does nothing except containing a |
2742 | <key string> which can be discovered by detectors or inventory |
2772 | <key string> which can be discovered by detectors or inventory |
2743 | checkers. It is also possible to use markers for removing marks again. |
2773 | checkers. It is also possible to use markers for removing marks again. |
2744 | <br><br> |
2774 | <br><br> |
2745 | Note that the player has no possibility to "see" his own marks, |
2775 | Note that the player has no possibility to "see" his own marks, |
2746 | except by the effect that they cause on the maps. ]]> |
2776 | except by the effect that they cause on the maps.]]> |
2747 | </description> |
2777 | </description> |
2748 | <use><![CDATA[ |
2778 | <use><![CDATA[ |
2749 | Markers hold real cool possibilities for map-making. I encourage |
2779 | Markers hold real cool possibilities for map-making. I encourage |
2750 | you to use them frequently. However there is one negative point |
2780 | you to use them frequently. However there is one negative point |
2751 | about markers: Players don't "see" what's going on with them. It is |
2781 | about markers: Players don't "see" what's going on with them. It is |
2752 | your task, as map-creator, to make sure the player is always well |
2782 | your task, as map-creator, to make sure the player is always well |
2753 | informed and never confused. |
2783 | informed and never confused. |
2754 | <br><br> |
2784 | <br><br> |
2755 | Please avoid infinite markers when they aren't needed. They're |
2785 | Please avoid infinite markers when they aren't needed. They're |
2756 | using a little space in the player file after all, so if there |
2786 | using a little space in the player file after all, so if there |
2757 | is no real purpose, set an expire time. ]]> |
2787 | is no real purpose, set an expire time.]]> |
2758 | </use> |
2788 | </use> |
2759 | <attribute arch="no_pick" value="1" type="fixed" /> |
2789 | <attribute arch="no_pick" value="1" type="fixed" /> |
2760 | <attribute arch="slaying" editor="key string" type="string"> |
2790 | <attribute arch="slaying" editor="key string" type="string"> |
2761 | The <key string> can be detected by inv. checkers/detectors. |
2791 | The <key string> can be detected by inv. checkers/detectors. |
2762 | If the player already has a force with that <key string>, |
2792 | If the player already has a force with that <key string>, |
2763 | there won't be inserted a second one. |
2793 | there won't be inserted a second one. |
2764 | </attribute> |
2794 | </attribute> |
2765 | <attribute arch="connected" editor="connection" type="int"> |
2795 | <attribute arch="connected" editor="connection" type="string"> |
2766 | When the detector is triggered, all objects with the same |
2796 | When the detector is triggered, all objects with the same |
2767 | connection value get activated. |
2797 | connection value get activated. |
2768 | </attribute> |
2798 | </attribute> |
2769 | <attribute arch="speed" editor="marking speed" type="float"> |
2799 | <attribute arch="speed" editor="marking speed" type="float"> |
2770 | The <marking speed> defines how quickly it will mark something |
2800 | The <marking speed> defines how quickly it will mark something |
… | |
… | |
2808 | When a player picks an item from a shop and attempts to |
2838 | When a player picks an item from a shop and attempts to |
2809 | walk over the shop mat, the item's selling-price is automatically |
2839 | walk over the shop mat, the item's selling-price is automatically |
2810 | subtracted from the player's money. |
2840 | subtracted from the player's money. |
2811 | <br><br> |
2841 | <br><br> |
2812 | For money, always use the default arches. |
2842 | For money, always use the default arches. |
2813 | Don't modify them. ]]> |
2843 | Don't modify them.]]> |
2814 | </description> |
2844 | </description> |
2815 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2845 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2816 | </type> |
2846 | </type> |
2817 | |
2847 | |
2818 | <!--####################################################################--> |
2848 | <!--####################################################################--> |
… | |
… | |
2833 | Monsters can behave in various kinds of ways. |
2863 | Monsters can behave in various kinds of ways. |
2834 | They can be aggressive, attacking the player. Or peaceful, |
2864 | They can be aggressive, attacking the player. Or peaceful, |
2835 | helping the player - maybe joining him as pet. |
2865 | helping the player - maybe joining him as pet. |
2836 | The unagressive creatures who communicate with players are |
2866 | The unagressive creatures who communicate with players are |
2837 | usually called "NPCs" (Non Player Character), a well-known |
2867 | usually called "NPCs" (Non Player Character), a well-known |
2838 | term in role-play environments. ]]> |
2868 | term in role-play environments.]]> |
2839 | </description> |
2869 | </description> |
2840 | <use><![CDATA[ |
2870 | <use><![CDATA[ |
2841 | Monsters play a central role in most maps. Choosing the right |
2871 | Monsters play a central role in most maps. Choosing the right |
2842 | combination of monsters for your map is vital: |
2872 | combination of monsters for your map is vital: |
2843 | <UL> |
2873 | <UL> |
… | |
… | |
2868 | can use. |
2898 | can use. |
2869 | </UL> |
2899 | </UL> |
2870 | I know it's impossible to make the perfectly balanced map. There's always |
2900 | I know it's impossible to make the perfectly balanced map. There's always |
2871 | some part which is found too easy or too hard for a certain kind of player. |
2901 | some part which is found too easy or too hard for a certain kind of player. |
2872 | Just give it your best shot. And listen to feedback from players if you |
2902 | Just give it your best shot. And listen to feedback from players if you |
2873 | receive some. :-) ]]> |
2903 | receive some. :-)]]> |
2874 | </use> |
2904 | </use> |
2875 | <attribute arch="alive" value="1" type="fixed" /> |
2905 | <attribute arch="alive" value="1" type="fixed" /> |
2876 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2906 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2877 | When the monster is killed, items from the treasurelist will |
2907 | When the monster is killed, items from the treasurelist will |
2878 | drop to the ground. This is a common way to reward players |
2908 | drop to the ground. This is a common way to reward players |
… | |
… | |
3126 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3156 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3127 | Monsters which <stand still> won't move to leave their position. |
3157 | Monsters which <stand still> won't move to leave their position. |
3128 | When agressive, they will attack all enemies who get close to |
3158 | When agressive, they will attack all enemies who get close to |
3129 | them. This behaviour is commonly known from castle guards. |
3159 | them. This behaviour is commonly known from castle guards. |
3130 | |
3160 | |
3131 | In older versions of Crossfire it was possible to eventually |
3161 | In older versions of Deliantra it was possible to eventually |
3132 | push a <stand still>-monster out of position by force. |
3162 | push a <stand still>-monster out of position by force. |
3133 | I believe this is no longer possible. Neverthless, you should |
3163 | I believe this is no longer possible. Neverthless, you should |
3134 | still be cautious when lining up <stand still>-monster in order |
3164 | still be cautious when lining up <stand still>-monster in order |
3135 | to "defend" something: Such monsters are rather easy to kill. |
3165 | to "defend" something: Such monsters are rather easy to kill. |
3136 | It's good for low level maps, but not much more. |
3166 | It's good for low level maps, but not much more. |
… | |
… | |
3207 | </ignore> |
3237 | </ignore> |
3208 | <description><![CDATA[ |
3238 | <description><![CDATA[ |
3209 | As the name implies, mood floors can change the "mood" of |
3239 | As the name implies, mood floors can change the "mood" of |
3210 | a monsters/NPC. For example, an unagressive monster could be |
3240 | a monsters/NPC. For example, an unagressive monster could be |
3211 | turned mad to start attacking. Similar, an agressive monster |
3241 | turned mad to start attacking. Similar, an agressive monster |
3212 | could be calmed. ]]> |
3242 | could be calmed.]]> |
3213 | </description> |
3243 | </description> |
3214 | <use><![CDATA[ |
3244 | <use><![CDATA[ |
3215 | Mood floors are absolutely cool for NPC interaction. To make an |
3245 | Mood floors are absolutely cool for NPC interaction. To make an |
3216 | unaggressive monster/NPC attack, put a creator with "other_arch |
3246 | unaggressive monster/NPC attack, put a creator with "other_arch |
3217 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3247 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3221 | it directly to a magic_ear. Then the player speaks a keyword like |
3251 | it directly to a magic_ear. Then the player speaks a keyword like |
3222 | "help me" - and the NPC joins him as pet. |
3252 | "help me" - and the NPC joins him as pet. |
3223 | <br><br> |
3253 | <br><br> |
3224 | (Of course you must always give clear hints about keywords! |
3254 | (Of course you must always give clear hints about keywords! |
3225 | And there is no reason why you couldn't use a button/lever/pedestal |
3255 | And there is no reason why you couldn't use a button/lever/pedestal |
3226 | etc. instead of a magic_ear.) ]]> |
3256 | etc. instead of a magic_ear.)]]> |
3227 | </use> |
3257 | </use> |
3228 | <attribute arch="no_pick" value="1" type="fixed" /> |
3258 | <attribute arch="no_pick" value="1" type="fixed" /> |
3229 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3259 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3230 | <mood> is used to determine what will happen to the |
3260 | <mood> is used to determine what will happen to the |
3231 | monster when affected by the mood floor: |
3261 | monster when affected by the mood floor: |
… | |
… | |
3241 | <mood> 'charm': Turns monster into a pet of person |
3271 | <mood> 'charm': Turns monster into a pet of person |
3242 | who triggers the square. This setting is not |
3272 | who triggers the square. This setting is not |
3243 | enabled for continous operation, you need to |
3273 | enabled for continous operation, you need to |
3244 | insert a <connection> value! |
3274 | insert a <connection> value! |
3245 | </attribute> |
3275 | </attribute> |
3246 | <attribute arch="connected" editor="connection" type="int"> |
3276 | <attribute arch="connected" editor="connection" type="string"> |
3247 | This should only be set in combination with <mood number> 4. |
3277 | This should only be set in combination with <mood number> 4. |
3248 | Normally, monsters are affected by the mood floor as soon as they |
3278 | Normally, monsters are affected by the mood floor as soon as they |
3249 | step on it. But charming (monster -> pet) is too powerful, |
3279 | step on it. But charming (monster -> pet) is too powerful, |
3250 | so it needs to be activated. |
3280 | so it needs to be activated. |
3251 | |
3281 | |
… | |
… | |
3275 | can monsters. Motion is involuntary. Additionally, players or |
3305 | can monsters. Motion is involuntary. Additionally, players or |
3276 | monsters can be "frozen" while ontop of movers so that they MUST |
3306 | monsters can be "frozen" while ontop of movers so that they MUST |
3277 | move along a chain of them. |
3307 | move along a chain of them. |
3278 | <br><br> |
3308 | <br><br> |
3279 | Multisquare monsters can be moved as well, given |
3309 | Multisquare monsters can be moved as well, given |
3280 | enough space. Movers are usually invisible. ]]> |
3310 | enough space. Movers are usually invisible.]]> |
3281 | </description> |
3311 | </description> |
3282 | <use><![CDATA[ |
3312 | <use><![CDATA[ |
3283 | NEVER EVER consider a mover being unpassable in the backwards |
3313 | NEVER EVER consider a mover being unpassable in the backwards |
3284 | direction. Setting "forced movement" makes it seemingly impossible |
3314 | direction. Setting "forced movement" makes it seemingly impossible |
3285 | but there is still a trick: One player can push a second player |
3315 | but there is still a trick: One player can push a second player |
… | |
… | |
3292 | cannot be discovered with the show_invisible spell. |
3322 | cannot be discovered with the show_invisible spell. |
3293 | <br><br> |
3323 | <br><br> |
3294 | Note that Movers and Directors are seperate objects, even though |
3324 | Note that Movers and Directors are seperate objects, even though |
3295 | they look and act similar. Directors only do spells/missiles, |
3325 | they look and act similar. Directors only do spells/missiles, |
3296 | while movers only do living creatures (depending on how it |
3326 | while movers only do living creatures (depending on how it |
3297 | is set: monsters and players). ]]> |
3327 | is set: monsters and players).]]> |
3298 | </use> |
3328 | </use> |
3299 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3329 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3300 | If forced movement is enabled, the mover "freezes" anyone it |
3330 | If forced movement is enabled, the mover "freezes" anyone it |
3301 | moves (so they are forced to move along a chain). |
3331 | moves (so they are forced to move along a chain). |
3302 | For players there is no way to escape this forced movement, |
3332 | For players there is no way to escape this forced movement, |
… | |
… | |
3354 | <ignore_list name="non_pickable" /> |
3384 | <ignore_list name="non_pickable" /> |
3355 | </ignore> |
3385 | </ignore> |
3356 | <description><![CDATA[ |
3386 | <description><![CDATA[ |
3357 | Pedestals are designed to detect certain types of living objects. |
3387 | Pedestals are designed to detect certain types of living objects. |
3358 | When a predefined type of living creature steps on the pedestal, the |
3388 | When a predefined type of living creature steps on the pedestal, the |
3359 | connected value is triggered. ]]> |
3389 | connected value is triggered.]]> |
3360 | </description> |
3390 | </description> |
3361 | <use><![CDATA[ |
3391 | <use><![CDATA[ |
3362 | If you want to create a place where only players of a certain race |
3392 | If you want to create a place where only players of a certain race |
3363 | can enter, put a teleporter over your pedestal. So the teleporter is |
3393 | can enter, put a teleporter over your pedestal. So the teleporter is |
3364 | only activated for players of the matching race. Do not use gates, |
3394 | only activated for players of the matching race. Do not use gates, |
3365 | because many other players could sneak in. If you put powerful |
3395 | because many other players could sneak in. If you put powerful |
3366 | artifacts into such places, generally set "startequip 1", so that |
3396 | artifacts into such places, generally set "startequip 1", so that |
3367 | they are preserved for that one race and can't be traded to others. ]]> |
3397 | they are preserved for that one race and can't be traded to others.]]> |
3368 | </use> |
3398 | </use> |
3369 | <attribute arch="no_pick" value="1" type="fixed" /> |
3399 | <attribute arch="no_pick" value="1" type="fixed" /> |
3370 | <attribute arch="slaying" editor="match race" type="string"> |
3400 | <attribute arch="slaying" editor="match race" type="string"> |
3371 | the <match race> defines the object we're looking for. If <match race> |
3401 | the <match race> defines the object we're looking for. If <match race> |
3372 | matches the monster's or the player's race, we have a match. |
3402 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3375 | |
3405 | |
3376 | If it is set to "player", any player stepping on the pedestal |
3406 | If it is set to "player", any player stepping on the pedestal |
3377 | is a match. Very useful if you want to open a gate for players |
3407 | is a match. Very useful if you want to open a gate for players |
3378 | but not for monsters. |
3408 | but not for monsters. |
3379 | </attribute> |
3409 | </attribute> |
3380 | <attribute arch="connected" editor="connection" type="int"> |
3410 | <attribute arch="connected" editor="connection" type="string"> |
3381 | When the pedestal is triggered, all objects with the same |
3411 | When the pedestal is triggered, all objects with the same |
3382 | connection value get activated. |
3412 | connection value get activated. |
3383 | </attribute> |
3413 | </attribute> |
3384 | &move_on; |
3414 | &move_on; |
3385 | </type> |
3415 | </type> |
… | |
… | |
3390 | <ignore_list name="non_pickable" /> |
3420 | <ignore_list name="non_pickable" /> |
3391 | </ignore> |
3421 | </ignore> |
3392 | <description><![CDATA[ |
3422 | <description><![CDATA[ |
3393 | Pits are holes, transporting the player when he walks (and falls) into them. |
3423 | Pits are holes, transporting the player when he walks (and falls) into them. |
3394 | A speciality about pits is that they don't transport the player to |
3424 | A speciality about pits is that they don't transport the player to |
3395 | the exact destination, but within a two-square radius of the destination |
3425 | the exact destination, but within a configurable radius of the destination |
3396 | (never on blocked squares).<br> |
3426 | (never on blocked squares).<br> |
3397 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3427 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3398 | Monsters and items are affected by pits just as well as players. |
3428 | Monsters and items are affected by pits just as well as players. |
3399 | Even multipart monsters can fall through them, given enough space. ]]> |
3429 | Even multipart monsters can fall through them, given enough space.]]> |
3400 | </description> |
3430 | </description> |
3401 | <use><![CDATA[ |
3431 | <use><![CDATA[ |
3402 | Pits can add interesting effects to your map. When using them, make |
3432 | Pits can add interesting effects to your map. When using them, make |
3403 | sure to use them in a "logical way": Pits should always drop the |
3433 | sure to use them in a "logical way": Pits should always drop the |
3404 | player to some kind of lower level. They should not be used to |
3434 | player to some kind of lower level. They should not be used to |
3405 | randomly interconnect maps like teleporters do. ]]> |
3435 | randomly interconnect maps like teleporters do.]]> |
3406 | </use> |
3436 | </use> |
3407 | <attribute arch="no_pick" value="1" type="fixed" /> |
3437 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3438 | <attribute arch="range" editor="spread radius" type="int"> |
|
|
3439 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
|
|
3440 | </attribute> |
3408 | <attribute arch="connected" editor="connection" type="int"> |
3441 | <attribute arch="connected" editor="connection" type="string"> |
3409 | When a <connection> value is set, the pit can be opened/closed |
3442 | When a <connection> value is set, the pit can be opened/closed |
3410 | by activating the connection. |
3443 | by activating the connection. |
3411 | </attribute> |
3444 | </attribute> |
3412 | &activate_on; |
3445 | &activate_on; |
3413 | <attribute arch="hp" editor="destination X" type="int"> |
3446 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
3433 | |
3466 | |
3434 | <!--####################################################################--> |
3467 | <!--####################################################################--> |
3435 | <type number="7" name="Poison Food"> |
3468 | <type number="7" name="Poison Food"> |
3436 | <description><![CDATA[ |
3469 | <description><![CDATA[ |
3437 | When eating, the player's stomache is drained by 1/4 of food. |
3470 | When eating, the player's stomache is drained by 1/4 of food. |
3438 | If his food drops to zero, the player might even die. ]]> |
3471 | If his food drops to zero, the player might even die.]]> |
3439 | </description> |
3472 | </description> |
3440 | </type> |
3473 | </type> |
3441 | |
3474 | |
3442 | <!--####################################################################--> |
3475 | <!--####################################################################--> |
3443 | <type number="5" name="Potion"> |
3476 | <type number="5" name="Potion"> |
3444 | <description><![CDATA[ |
3477 | <description><![CDATA[ |
3445 | The player can drink these and gain various kinds of benefits |
3478 | The player can drink these and gain various kinds of benefits |
3446 | (/penalties) by doing so. ]]> |
3479 | (/penalties) by doing so.]]> |
3447 | </description> |
3480 | </description> |
3448 | <use><![CDATA[ |
3481 | <use><![CDATA[ |
3449 | One potion should never give multiple benefits at once. ]]> |
3482 | One potion should never give multiple benefits at once.]]> |
3450 | </use> |
3483 | </use> |
3451 | <attribute arch="level" editor="potion level" type="int"> |
3484 | <attribute arch="level" editor="potion level" type="int"> |
3452 | If the potion contains a spell, the spell is cast at this level. |
3485 | If the potion contains a spell, the spell is cast at this level. |
3453 | For other potions it should be set at least to 1. |
3486 | For other potions it should be set at least to 1. |
3454 | </attribute> |
3487 | </attribute> |
… | |
… | |
3481 | <type number="156" name="Power Crystal"> |
3514 | <type number="156" name="Power Crystal"> |
3482 | <description><![CDATA[ |
3515 | <description><![CDATA[ |
3483 | Power crystals can store a player's mana: |
3516 | Power crystals can store a player's mana: |
3484 | When the player applies the crystal with full mana, half of |
3517 | When the player applies the crystal with full mana, half of |
3485 | it flows into the crystal. When the player applies it with |
3518 | it flows into the crystal. When the player applies it with |
3486 | lacking mana, the crystal replenishes the player's mana. ]]> |
3519 | lacking mana, the crystal replenishes the player's mana.]]> |
3487 | </description> |
3520 | </description> |
3488 | <attribute arch="sp" editor="initial mana" type="int"> |
3521 | <attribute arch="sp" editor="initial mana" type="int"> |
3489 | <initial mana> is the amount of spellpoints that the |
3522 | <initial mana> is the amount of spellpoints that the |
3490 | crystal holds when the map is loaded. |
3523 | crystal holds when the map is loaded. |
3491 | </attribute> |
3524 | </attribute> |
… | |
… | |
3503 | Projectiles like arrows/crossbow bolts are used as ammunition |
3536 | Projectiles like arrows/crossbow bolts are used as ammunition |
3504 | for shooting weapons. |
3537 | for shooting weapons. |
3505 | <br><br> |
3538 | <br><br> |
3506 | It's very easy to add new pairs of weapons & projectiles. |
3539 | It's very easy to add new pairs of weapons & projectiles. |
3507 | Just set matching <ammunition class> both for shooting |
3540 | Just set matching <ammunition class> both for shooting |
3508 | weapon and projectile. ]]> |
3541 | weapon and projectile.]]> |
3509 | </description> |
3542 | </description> |
3510 | <use><![CDATA[ |
3543 | <use><![CDATA[ |
3511 | If you want to create new kinds of projectiles, you could |
3544 | If you want to create new kinds of projectiles, you could |
3512 | add an alchemical receipe to create these. |
3545 | add an alchemical receipe to create these. |
3513 | |
3546 | |
3514 | Don't create new pairs of weapons & projectiles unless |
3547 | Don't create new pairs of weapons & projectiles unless |
3515 | they really fullfill a useful purpose. In fact, even bows |
3548 | they really fullfill a useful purpose. In fact, even bows |
3516 | and crossbows are rarely ever used. ]]> |
3549 | and crossbows are rarely ever used.]]> |
3517 | </use> |
3550 | </use> |
3518 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3551 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3519 | This number is a bitmask, specifying the projectile's attacktypes. |
3552 | This number is a bitmask, specifying the projectile's attacktypes. |
3520 | Attacktypes are: physical, magical, fire, cold.. etc. |
3553 | Attacktypes are: physical, magical, fire, cold.. etc. |
3521 | This works identical to melee weapons. Note that shooting |
3554 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3583 | <type number="70" name="Ring"> |
3616 | <type number="70" name="Ring"> |
3584 | <import_type name="Amulet" /> |
3617 | <import_type name="Amulet" /> |
3585 | <description><![CDATA[ |
3618 | <description><![CDATA[ |
3586 | Rings are worn on the hands - one ring each. |
3619 | Rings are worn on the hands - one ring each. |
3587 | Wearing rings, the object's stats will directly be inherited to |
3620 | Wearing rings, the object's stats will directly be inherited to |
3588 | the player. Usually enhancing his spellcasting potential. ]]> |
3621 | the player. Usually enhancing his spellcasting potential.]]> |
3589 | </description> |
3622 | </description> |
3590 | <use><![CDATA[ |
3623 | <use><![CDATA[ |
3591 | When you create an artifact ring, never forget that players can |
3624 | When you create an artifact ring, never forget that players can |
3592 | wear <B>two</B> rings! Due to that it is extremely important to |
3625 | wear <B>two</B> rings! Due to that it is extremely important to |
3593 | keep rings in balance with the game. |
3626 | keep rings in balance with the game. |
3594 | <br><br> |
3627 | <br><br> |
3595 | Also keep in mind that rings are generally the wizard's tools. |
3628 | Also keep in mind that rings are generally the wizard's tools. |
3596 | They should primarily grant bonuses to spellcasting abilities |
3629 | They should primarily grant bonuses to spellcasting abilities |
3597 | and non-physical resistances. ]]> |
3630 | and non-physical resistances.]]> |
3598 | </use> |
3631 | </use> |
3599 | </type> |
3632 | </type> |
3600 | |
3633 | |
3601 | <!--####################################################################--> |
3634 | <!--####################################################################--> |
3602 | <type number="3" name="Rod"> |
3635 | <type number="3" name="Rod"> |
… | |
… | |
3605 | </ignore> |
3638 | </ignore> |
3606 | <description><![CDATA[ |
3639 | <description><![CDATA[ |
3607 | A rod contains a spell. The player can use this spell by applying and |
3640 | A rod contains a spell. The player can use this spell by applying and |
3608 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3641 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3609 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3642 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3610 | used endlessly. ]]> |
3643 | used endlessly.]]> |
3611 | </description> |
3644 | </description> |
3612 | <use><![CDATA[ |
3645 | <use><![CDATA[ |
3613 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3646 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3614 | to be used for that purpose. Though, potions are expensive and only good for |
3647 | to be used for that purpose. Though, potions are expensive and only good for |
3615 | one-time-use.<br> ]]> |
3648 | one-time-use.<br>]]> |
3616 | </use> |
3649 | </use> |
3617 | <attribute arch="sp" editor="spell" type="spell"> |
3650 | <attribute arch="sp" editor="spell" type="spell"> |
3618 | Sets the <spell> of the rod. Consider twice before handing out special |
3651 | Sets the <spell> of the rod. Consider twice before handing out special |
3619 | rods to players, since they can be used endlessly without any mana cost! |
3652 | rods to players, since they can be used endlessly without any mana cost! |
3620 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3653 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3660 | Runes hit any monster or person who steps on them for 'dam' damage in |
3693 | Runes hit any monster or person who steps on them for 'dam' damage in |
3661 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3694 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3662 | and will cast this spell when it detonates. Yet another kind is the |
3695 | and will cast this spell when it detonates. Yet another kind is the |
3663 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3696 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3664 | <br><br> |
3697 | <br><br> |
3665 | Many runes are already defined in the archetypes. ]]> |
3698 | Many runes are already defined in the archetypes.]]> |
3666 | </description> |
3699 | </description> |
3667 | <use><![CDATA[ |
3700 | <use><![CDATA[ |
3668 | Avoid monsters stepping on your runes. For example, summoning runes |
3701 | Avoid monsters stepping on your runes. For example, summoning runes |
3669 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3702 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3670 | </use> |
3703 | </use> |
3671 | <attribute arch="no_pick" value="1" type="fixed" /> |
3704 | <attribute arch="no_pick" value="1" type="fixed" /> |
3672 | &move_on; |
3705 | &move_on; |
3673 | <attribute arch="level" editor="rune level" type="int"> |
3706 | <attribute arch="level" editor="rune level" type="int"> |
3674 | This value sets the level the rune will cast the spell it contains at, |
3707 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3742 | <ignore_list name="non_pickable" /> |
3775 | <ignore_list name="non_pickable" /> |
3743 | </ignore> |
3776 | </ignore> |
3744 | <description><![CDATA[ |
3777 | <description><![CDATA[ |
3745 | When the player applies a savebed, he is not only saved. Both his |
3778 | When the player applies a savebed, he is not only saved. Both his |
3746 | respawn-after-death and his word-of-recall positions are pointing |
3779 | respawn-after-death and his word-of-recall positions are pointing |
3747 | to the last-applied savebed. ]]> |
3780 | to the last-applied savebed.]]> |
3748 | </description> |
3781 | </description> |
3749 | <use><![CDATA[ |
3782 | <use><![CDATA[ |
3750 | Put savebed locations in towns, do not put them into dungeons. |
3783 | Put savebed locations in towns, do not put them into dungeons. |
3751 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3784 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3752 | That means: |
3785 | That means: |
… | |
… | |
3756 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3789 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3757 | players get trapped in a savebed location. |
3790 | players get trapped in a savebed location. |
3758 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3791 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3759 | arch called "dungeon_magic" everywhere). This is not required, |
3792 | arch called "dungeon_magic" everywhere). This is not required, |
3760 | but it makes the place much more safe. |
3793 | but it makes the place much more safe. |
3761 | </UL> ]]> |
3794 | </UL>]]> |
3762 | </use> |
3795 | </use> |
3763 | <attribute arch="no_pick" value="1" type="fixed" /> |
3796 | <attribute arch="no_pick" value="1" type="fixed" /> |
3764 | <attribute arch="no_magic" value="1" type="fixed" /> |
3797 | <attribute arch="no_magic" value="1" type="fixed" /> |
3765 | <attribute arch="damned" value="1" type="fixed" /> |
3798 | <attribute arch="damned" value="1" type="fixed" /> |
3766 | </type> |
3799 | </type> |
… | |
… | |
3773 | <description><![CDATA[ |
3806 | <description><![CDATA[ |
3774 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3807 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3775 | scrolls require a certain literacy skill to read successfully. |
3808 | scrolls require a certain literacy skill to read successfully. |
3776 | Accordingly, for a successful reading, a small amount of |
3809 | Accordingly, for a successful reading, a small amount of |
3777 | experience is gained. Scrolls allow only one time usage, but |
3810 | experience is gained. Scrolls allow only one time usage, but |
3778 | usually they are sold in bulks. ]]> |
3811 | usually they are sold in bulks.]]> |
3779 | </description> |
3812 | </description> |
3780 | <use><![CDATA[ |
3813 | <use><![CDATA[ |
3781 | For low level quests, scrolls of healing/curing-spells |
3814 | For low level quests, scrolls of healing/curing-spells |
3782 | can be a nice reward. At higher levels, scrolls become less |
3815 | can be a nice reward. At higher levels, scrolls become less |
3783 | and less useful. ]]> |
3816 | and less useful.]]> |
3784 | </use> |
3817 | </use> |
3785 | <attribute arch="level" editor="casting level" type="int"> |
3818 | <attribute arch="level" editor="casting level" type="int"> |
3786 | The spell of the scroll will be casted at this level. |
3819 | The spell of the scroll will be casted at this level. |
3787 | This value should always be set, at least to 1. |
3820 | This value should always be set, at least to 1. |
3788 | </attribute> |
3821 | </attribute> |
… | |
… | |
3800 | <type number="33" name="Shield"> |
3833 | <type number="33" name="Shield"> |
3801 | <import_type name="Amulet" /> |
3834 | <import_type name="Amulet" /> |
3802 | <description><![CDATA[ |
3835 | <description><![CDATA[ |
3803 | Wearing a shield, the object's stats will directly be inherited to |
3836 | Wearing a shield, the object's stats will directly be inherited to |
3804 | the player. Shields usually provide good defense, only surpassed |
3837 | the player. Shields usually provide good defense, only surpassed |
3805 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3838 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
3806 | </description> |
3839 | </description> |
3807 | <use><![CDATA[ |
3840 | <use><![CDATA[ |
3808 | Feel free to create your own special artifacts. However, it is very |
3841 | Feel free to create your own special artifacts. However, it is very |
3809 | important that you keep your artifact in balance with existing maps. ]]> |
3842 | important that you keep your artifact in balance with existing maps.]]> |
3810 | </use> |
3843 | </use> |
3811 | <attribute arch="magic" editor="magic bonus" type="int"> |
3844 | <attribute arch="magic" editor="magic bonus" type="int"> |
3812 | <magic bonus> works just like ac, except that it can be improved by |
3845 | <magic bonus> works just like ac, except that it can be improved by |
3813 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3846 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3814 | than direct armour-class bonus on the shield. |
3847 | than direct armour-class bonus on the shield. |
… | |
… | |
3823 | wielded both at the same time. Like with any other equipment, |
3856 | wielded both at the same time. Like with any other equipment, |
3824 | stats/bonuses from shooting weapons are directly inherited to the player. |
3857 | stats/bonuses from shooting weapons are directly inherited to the player. |
3825 | <br><br> |
3858 | <br><br> |
3826 | It's very easy to add new pairs of weapons & projectiles. |
3859 | It's very easy to add new pairs of weapons & projectiles. |
3827 | Just set matching <ammunition class> both for shooting |
3860 | Just set matching <ammunition class> both for shooting |
3828 | weapon and projectile. ]]> |
3861 | weapon and projectile.]]> |
3829 | </description> |
3862 | </description> |
3830 | <use><![CDATA[ |
3863 | <use><![CDATA[ |
3831 | Shooting weapons should not add bonuses in general. There's already |
3864 | Shooting weapons should not add bonuses in general. There's already |
3832 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3865 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3833 | Shooting weapons should especially not add bonuses to the player |
3866 | Shooting weapons should especially not add bonuses to the player |
3834 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3867 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3835 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3868 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3836 | - still crap. ]]> |
3869 | - still crap.]]> |
3837 | </use> |
3870 | </use> |
3838 | <attribute arch="race" editor="ammunition class" type="string"> |
3871 | <attribute arch="race" editor="ammunition class" type="string"> |
3839 | Only projectiles with matching <ammunition class> can be fired |
3872 | Only projectiles with matching <ammunition class> can be fired |
3840 | with this weapon. For normal bows set "arrows", for normal |
3873 | with this weapon. For normal bows set "arrows", for normal |
3841 | crossbows set "crossbow bolts". |
3874 | crossbows set "crossbow bolts". |
… | |
… | |
3870 | amount of <item power>, depending on their own level. This is the |
3903 | amount of <item power>, depending on their own level. This is the |
3871 | only way to prevent low level players to wear "undeserved" equipment |
3904 | only way to prevent low level players to wear "undeserved" equipment |
3872 | (like gifts from other players or cheated items). |
3905 | (like gifts from other players or cheated items). |
3873 | |
3906 | |
3874 | It is very important to adjust the <item power> value carefully |
3907 | It is very important to adjust the <item power> value carefully |
3875 | for every artifact you create! If zero/unset, the CF server will |
3908 | for every artifact you create! If zero/unset, the Deliantra server will |
3876 | calculate a provisional value at runtime, but this is never |
3909 | calculate a provisional value at runtime, but this is never |
3877 | going to be an accurate measurement of <item power>. |
3910 | going to be an accurate measurement of <item power>. |
3878 | </attribute> |
3911 | </attribute> |
3879 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3912 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3880 | Usually the player's strentgh takes effect on the damage |
3913 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
3962 | These items are all flagged as unpaid. |
3995 | These items are all flagged as unpaid. |
3963 | When a player drops an item onto shop floor, the item becomes |
3996 | When a player drops an item onto shop floor, the item becomes |
3964 | unpaid and the player receives payment according to the item's |
3997 | unpaid and the player receives payment according to the item's |
3965 | selling-value. |
3998 | selling-value. |
3966 | Shopfloor always prevents magic (To hinder players from burning |
3999 | Shopfloor always prevents magic (To hinder players from burning |
3967 | or freezing the goods). ]]> |
4000 | or freezing the goods).]]> |
3968 | </description> |
4001 | </description> |
3969 | <use><![CDATA[ |
4002 | <use><![CDATA[ |
3970 | Tile your whole shop-interior space which shop floor. |
4003 | Tile your whole shop-interior space which shop floor. |
3971 | (That assures players receive payment for dropping items). |
4004 | (That assures players receive payment for dropping items). |
3972 | Place shop mats to enter/leave the shop, and make sure |
4005 | Place shop mats to enter/leave the shop, and make sure |
3973 | there is no other exit than the shop mat. ]]> |
4006 | there is no other exit than the shop mat.]]> |
3974 | </use> |
4007 | </use> |
3975 | <attribute arch="is_floor" value="1" type="fixed" /> |
4008 | <attribute arch="is_floor" value="1" type="fixed" /> |
3976 | <attribute arch="no_pick" value="1" type="fixed" /> |
4009 | <attribute arch="no_pick" value="1" type="fixed" /> |
3977 | <attribute arch="no_magic" value="1" type="fixed" /> |
4010 | <attribute arch="no_magic" value="1" type="fixed" /> |
3978 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
4011 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4012 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4045 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4013 | or -destinations. When stepping onto a shopmat the player gets beamed |
4046 | or -destinations. When stepping onto a shopmat the player gets beamed |
4014 | to the nearest other mat. If the player has unpaid items in his |
4047 | to the nearest other mat. If the player has unpaid items in his |
4015 | inventory, the price gets charged from his coins automatically. |
4048 | inventory, the price gets charged from his coins automatically. |
4016 | If the player has insufficient coins to buy his unpaid items, he |
4049 | If the player has insufficient coins to buy his unpaid items, he |
4017 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4050 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4018 | </description> |
4051 | </description> |
4019 | <use><![CDATA[ |
4052 | <use><![CDATA[ |
4020 | As stated above, always place TWO shop mats into your shop. |
4053 | As stated above, always place TWO shop mats into your shop. |
4021 | Not more and not less than that. ]]> |
4054 | Not more and not less than that.]]> |
4022 | </use> |
4055 | </use> |
4023 | <attribute arch="no_pick" value="1" type="fixed" /> |
4056 | <attribute arch="no_pick" value="1" type="fixed" /> |
4024 | &move_on; |
4057 | &move_on; |
4025 | </type> |
4058 | </type> |
4026 | |
4059 | |
… | |
… | |
4031 | </ignore> |
4064 | </ignore> |
4032 | <description><![CDATA[ |
4065 | <description><![CDATA[ |
4033 | The purpose of a sign or magic_mouth is to display a certain message to |
4066 | The purpose of a sign or magic_mouth is to display a certain message to |
4034 | the player. There are three ways to have the player get this message: |
4067 | the player. There are three ways to have the player get this message: |
4035 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4068 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4036 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4069 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4037 | </description> |
4070 | </description> |
4038 | <use><![CDATA[ |
4071 | <use><![CDATA[ |
4039 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4072 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4040 | some true roleplay feeling to your maps, support your storyline or give |
4073 | some true roleplay feeling to your maps, support your storyline or give |
4041 | hints about hidden secrets/dangers. Place signs to provide the player |
4074 | hints about hidden secrets/dangers. Place signs to provide the player |
4042 | with all kinds of useful information for getting along in your maps. ]]> |
4075 | with all kinds of useful information for getting along in your maps.]]> |
4043 | </use> |
4076 | </use> |
4044 | <attribute arch="connected" editor="connection" type="int"> |
4077 | <attribute arch="connected" editor="connection" type="string"> |
4045 | When a connection value is set, the message will be printed whenever |
4078 | When a connection value is set, the message will be printed whenever |
4046 | the connection is triggered. This should be used in combination with |
4079 | the connection is triggered. This should be used in combination with |
4047 | <invisible> enabled and <activate by walking/flying> disabled. |
4080 | <invisible> enabled and <activate by walking/flying> disabled. |
4048 | If activating your magic_mouth this way, the message will not only be |
4081 | If activating your magic_mouth this way, the message will not only be |
4049 | printed to one player, but all players on the current map. |
4082 | printed to one player, but all players on the current map. |
… | |
… | |
4088 | <ignore_list name="system_object" /> |
4121 | <ignore_list name="system_object" /> |
4089 | </ignore> |
4122 | </ignore> |
4090 | <description><![CDATA[ |
4123 | <description><![CDATA[ |
4091 | Skills are objects which exist in the player/monster inventory. |
4124 | Skills are objects which exist in the player/monster inventory. |
4092 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4125 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4093 | are enabled for monster use however. ]]> |
4126 | are enabled for monster use however.]]> |
4094 | </description> |
4127 | </description> |
4095 | <use><![CDATA[ |
4128 | <use><![CDATA[ |
4096 | For mapmaking, Skill objects serve two purposes: |
4129 | For mapmaking, Skill objects serve two purposes: |
4097 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4130 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4098 | can be seen as the global skill definitions. A skill which doesn't |
4131 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4103 | </p><p> |
4136 | </p><p> |
4104 | Secondly, in order to enable monsters to use skills, you will need to |
4137 | Secondly, in order to enable monsters to use skills, you will need to |
4105 | copy default skill archtypes into the monsters' inventories. |
4138 | copy default skill archtypes into the monsters' inventories. |
4106 | You can even customize the skills by changing stats. It is not |
4139 | You can even customize the skills by changing stats. It is not |
4107 | recommended however, to use skills in your maps which are totally |
4140 | recommended however, to use skills in your maps which are totally |
4108 | unrelated to any predefined skill archtype.</p> ]]> |
4141 | unrelated to any predefined skill archtype.</p>]]> |
4109 | </use> |
4142 | </use> |
4110 | <attribute arch="invisible" value="1" type="fixed" /> |
4143 | <attribute arch="invisible" value="1" type="fixed" /> |
4111 | <attribute arch="no_drop" value="1" type="fixed" /> |
4144 | <attribute arch="no_drop" value="1" type="fixed" /> |
4112 | <attribute arch="skill" editor="skill name" type="string"> |
4145 | <attribute arch="skill" editor="skill name" type="string"> |
4113 | The <skill name> is used for matchings. When a usable |
4146 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4123 | expmul is 1, the player will get 500 added to that skill as well as |
4156 | expmul is 1, the player will get 500 added to that skill as well as |
4124 | 500 to their total. |
4157 | 500 to their total. |
4125 | </attribute> |
4158 | </attribute> |
4126 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4159 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4127 | The <skill type> defines the base functionality of the skill. |
4160 | The <skill type> defines the base functionality of the skill. |
4128 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4161 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4129 | create new skill types, but it requires a bit of server-coding. |
4162 | create new skill types, but it requires a bit of server-coding. |
4130 | </attribute> |
4163 | </attribute> |
4131 | <attribute arch="level" editor="level" type="int"> |
4164 | <attribute arch="level" editor="level" type="int"> |
4132 | </attribute> |
4165 | </attribute> |
4133 | <attribute arch="exp" editor="experience" type="int"> |
4166 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4142 | |
4175 | |
4143 | <!--####################################################################--> |
4176 | <!--####################################################################--> |
4144 | <type number="130" name="Skill Scroll"> |
4177 | <type number="130" name="Skill Scroll"> |
4145 | <description><![CDATA[ |
4178 | <description><![CDATA[ |
4146 | By reading a skill scroll, a player has a chance to learn the |
4179 | By reading a skill scroll, a player has a chance to learn the |
4147 | contained skill. ]]> |
4180 | contained skill.]]> |
4148 | </description> |
4181 | </description> |
4149 | <use><![CDATA[ |
4182 | <use><![CDATA[ |
4150 | Skill scrolls are very much sought for by players. Currently, |
4183 | Skill scrolls are very much sought for by players. Currently, |
4151 | all skill scrolls are sold in shops randomly, which is in fact not |
4184 | all skill scrolls are sold in shops randomly, which is in fact not |
4152 | a good system. It would be nice to have some cool quests with |
4185 | a good system. It would be nice to have some cool quests with |
4153 | skill scrolls rewarded at the end. ]]> |
4186 | skill scrolls rewarded at the end.]]> |
4154 | </use> |
4187 | </use> |
4155 | <attribute arch="race" value="scrolls" type="fixed" /> |
4188 | <attribute arch="race" value="scrolls" type="fixed" /> |
4156 | <attribute arch="skill" editor="skill name" type="string"> |
4189 | <attribute arch="skill" editor="skill name" type="string"> |
4157 | The <skill name> matches the skill object that can |
4190 | The <skill name> matches the skill object that can |
4158 | be learned from this scroll. |
4191 | be learned from this scroll. |
… | |
… | |
4168 | When carrying the appropriate special key, a locked door can |
4201 | When carrying the appropriate special key, a locked door can |
4169 | be opened. The key will dissapear. |
4202 | be opened. The key will dissapear. |
4170 | <br><br> |
4203 | <br><br> |
4171 | This object-type can also be used for "passport"-like items: |
4204 | This object-type can also be used for "passport"-like items: |
4172 | When walking onto an invetory checker, a gate for example might |
4205 | When walking onto an invetory checker, a gate for example might |
4173 | get opened. The "passport" will stay in the player's inventory. ]]> |
4206 | get opened. The "passport" will stay in the player's inventory.]]> |
4174 | </description> |
4207 | </description> |
4175 | <use><![CDATA[ |
4208 | <use><![CDATA[ |
4176 | How to make a "passport": You take the special key arch |
4209 | How to make a "passport": You take the special key arch |
4177 | (archetype name is "key2"), set the face to something like |
4210 | (archetype name is "key2"), set the face to something like |
4178 | card.111 and the name to "passport" - that's all. The <key string> |
4211 | card.111 and the name to "passport" - that's all. The <key string> |
4179 | certainly must match with the appropiate inventory checker. |
4212 | certainly must match with the appropiate inventory checker. |
4180 | <br><br> |
4213 | <br><br> |
4181 | Of course you can be creative with names and faces of |
4214 | Of course you can be creative with names and faces of |
4182 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4215 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4183 | (with appropriate faces) appear more interesting than just |
4216 | (with appropriate faces) appear more interesting than just |
4184 | a "strange key", or "passport". ]]> |
4217 | a "strange key", or "passport".]]> |
4185 | </use> |
4218 | </use> |
4186 | <attribute arch="slaying" editor="key string" type="string"> |
4219 | <attribute arch="slaying" editor="key string" type="string"> |
4187 | This string must be identical with the <key string> in the |
4220 | This string must be identical with the <key string> in the |
4188 | locked door, then it can be unlocked. It can also be used |
4221 | locked door, then it can be unlocked. It can also be used |
4189 | to trigger inventory checkers. |
4222 | to trigger inventory checkers. |
… | |
… | |
4224 | players can learn it by reading the book. Once learned, players |
4257 | players can learn it by reading the book. Once learned, players |
4225 | can use the spell as often as they like. With increasing skill level |
4258 | can use the spell as often as they like. With increasing skill level |
4226 | of the player, spells may gain power but also increase cost.<br> |
4259 | of the player, spells may gain power but also increase cost.<br> |
4227 | Monsters can use spells which are put in their inventory (provided |
4260 | Monsters can use spells which are put in their inventory (provided |
4228 | that certain "enabling" settings are correct). The monster's |
4261 | that certain "enabling" settings are correct). The monster's |
4229 | <treasurelist> can also be used to provide it with spells. ]]> |
4262 | <treasurelist> can also be used to provide it with spells.]]> |
4230 | </description> |
4263 | </description> |
4231 | <use><![CDATA[ |
4264 | <use><![CDATA[ |
4232 | A lot of the spells' settings can be tuned and customized. |
4265 | A lot of the spells' settings can be tuned and customized. |
4233 | When creating new spells which are accessible to players, it is |
4266 | When creating new spells which are accessible to players, it is |
4234 | important to think about balance. A single spell which is too |
4267 | important to think about balance. A single spell which is too |
4235 | powerful and/or too easy to use can eventually toss the whole skill |
4268 | powerful and/or too easy to use can eventually toss the whole skill |
4236 | and magic school system out of whack. Testing new spells is |
4269 | and magic school system out of whack. Testing new spells is |
4237 | quite important therefore. ]]> |
4270 | quite important therefore.]]> |
4238 | </use> |
4271 | </use> |
4239 | <attribute arch="no_drop" value="1" type="fixed" /> |
4272 | <attribute arch="no_drop" value="1" type="fixed" /> |
4240 | <attribute arch="invisible" value="1" type="fixed" /> |
4273 | <attribute arch="invisible" value="1" type="fixed" /> |
4241 | <attribute arch="skill" editor="skill name" type="string"> |
4274 | <attribute arch="skill" editor="skill name" type="string"> |
4242 | The <skill name> matches the skill which is needed |
4275 | The <skill name> matches the skill which is needed |
… | |
… | |
4274 | to read.<br><br> |
4307 | to read.<br><br> |
4275 | You can create widely customized spells only by adjusting the |
4308 | You can create widely customized spells only by adjusting the |
4276 | spell object in the spellbooks inventory. Refer to the description |
4309 | spell object in the spellbooks inventory. Refer to the description |
4277 | of spell objects for detailed information how to customize spells.<br> |
4310 | of spell objects for detailed information how to customize spells.<br> |
4278 | If you want to have a random spellbook instead, choose a <treasurelist> |
4311 | If you want to have a random spellbook instead, choose a <treasurelist> |
4279 | with a compilation of spells that the book may contain. ]]> |
4312 | with a compilation of spells that the book may contain.]]> |
4280 | </description> |
4313 | </description> |
4281 | <use><![CDATA[ |
4314 | <use><![CDATA[ |
4282 | Don't put any of the godgiven spells into a spellbook! These are |
4315 | Don't put any of the godgiven spells into a spellbook! These are |
4283 | reserved for the followers of the appropriate cults. Handing them |
4316 | reserved for the followers of the appropriate cults. Handing them |
4284 | out in a spellbook would violate the balance between different religions. |
4317 | out in a spellbook would violate the balance between different religions. |
4285 | <br><br> |
4318 | <br><br> |
4286 | Note that there is no fundamental difference between the spellbooks |
4319 | Note that there is no fundamental difference between the spellbooks |
4287 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4320 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4288 | even praying). The difference lies only in the spells they contain. |
4321 | even praying). The difference lies only in the spells they contain. |
4289 | It is up to you, the mapmaker, to pick the right type of book |
4322 | It is up to you, the mapmaker, to pick the right type of book |
4290 | for your spells. ]]> |
4323 | for your spells.]]> |
4291 | </use> |
4324 | </use> |
4292 | <attribute arch="skill" value="literacy" type="fixed" /> |
4325 | <attribute arch="skill" value="literacy" type="fixed" /> |
4293 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4326 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4294 | There are two ways to put spells into a spellbook: |
4327 | There are two ways to put spells into a spellbook: |
4295 | 1. Put a spell object in the books inventory. In this case, |
4328 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4314 | </ignore> |
4347 | </ignore> |
4315 | <description><![CDATA[ |
4348 | <description><![CDATA[ |
4316 | Spinners change the direction of spell objects and other projectiles |
4349 | Spinners change the direction of spell objects and other projectiles |
4317 | that fly past. Unlike directors, it does make a difference from what |
4350 | that fly past. Unlike directors, it does make a difference from what |
4318 | angle you shoot into the spinner. The direction of objects flying past |
4351 | angle you shoot into the spinner. The direction of objects flying past |
4319 | is always changed by a certain degree. ]]> |
4352 | is always changed by a certain degree.]]> |
4320 | </description> |
4353 | </description> |
4321 | <use><![CDATA[ |
4354 | <use><![CDATA[ |
4322 | Spinners are very rarely used. I believe they are quite |
4355 | Spinners are very rarely used. I believe they are quite |
4323 | confusing and pointless. The only use I can think of is building |
4356 | confusing and pointless. The only use I can think of is building |
4324 | some puzzle about where to shoot into spinners to shoot somewhere you |
4357 | some puzzle about where to shoot into spinners to shoot somewhere you |
4325 | otherwise couldn't. |
4358 | otherwise couldn't. |
4326 | |
4359 | |
4327 | When placing spinners on a map with magic walls, make sure the spell- |
4360 | When placing spinners on a map with magic walls, make sure the spell- |
4328 | projectiles from magic walls don't get to fly in loops. ]]> |
4361 | projectiles from magic walls don't get to fly in loops.]]> |
4329 | </use> |
4362 | </use> |
4330 | <attribute arch="sp" editor="direction number" type="int"> |
4363 | <attribute arch="sp" editor="direction number" type="int"> |
4331 | The spinner will change the direction of flying objects by |
4364 | The spinner will change the direction of flying objects by |
4332 | 45 degrees per <direction number>. Negative values spin clockwise, |
4365 | 45 degrees per <direction number>. Negative values spin clockwise, |
4333 | positive values counter clockwise. |
4366 | positive values counter clockwise. |
… | |
… | |
4346 | Swamp areas show a special behaviour: |
4379 | Swamp areas show a special behaviour: |
4347 | When a player stands still on a swamp-square for too long, |
4380 | When a player stands still on a swamp-square for too long, |
4348 | he will start to sink in and eventually drown and die. |
4381 | he will start to sink in and eventually drown and die. |
4349 | Items dropped on the swamp sink in and dissapear. |
4382 | Items dropped on the swamp sink in and dissapear. |
4350 | Players with knowledge of the woodsman skill are a lot less likely |
4383 | Players with knowledge of the woodsman skill are a lot less likely |
4351 | to die in the swamp. ]]> |
4384 | to die in the swamp.]]> |
4352 | </description> |
4385 | </description> |
4353 | <attribute arch="is_floor" value="1" type="fixed" /> |
4386 | <attribute arch="is_floor" value="1" type="fixed" /> |
4354 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4387 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4355 | <attribute arch="speed" editor="drowning speed" type="float"> |
4388 | <attribute arch="speed" editor="drowning speed" type="float"> |
4356 | The higher the <drowning speed>, the faster will players and items |
4389 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4380 | different location. The main difference to the object-type exit |
4413 | different location. The main difference to the object-type exit |
4381 | is the possibility to have teleporters connected to levers/buttons/etc. |
4414 | is the possibility to have teleporters connected to levers/buttons/etc. |
4382 | Sometimes teleporters are activated even against the players will. |
4415 | Sometimes teleporters are activated even against the players will. |
4383 | <br><br> |
4416 | <br><br> |
4384 | Unlike exits, teleporters can also transfer items and |
4417 | Unlike exits, teleporters can also transfer items and |
4385 | monsters to different locations on the same map. ]]> |
4418 | monsters to different locations on the same map.]]> |
4386 | </description> |
4419 | </description> |
4387 | <use><![CDATA[ |
4420 | <use><![CDATA[ |
4388 | When creating maps, I guess sooner or later you'll want to have |
4421 | When creating maps, I guess sooner or later you'll want to have |
4389 | an invisible teleporter. If using "invisible 1", the teleporter |
4422 | an invisible teleporter. If using "invisible 1", the teleporter |
4390 | can still be discovered with the show_invisible spell. And in |
4423 | can still be discovered with the show_invisible spell. And in |
4391 | some cases you can't place it under the floor to prevent this. |
4424 | some cases you can't place it under the floor to prevent this. |
4392 | <br><br> |
4425 | <br><br> |
4393 | Fortunately, there is a cool trick to make a perfectly invisible |
4426 | Fortunately, there is a cool trick to make a perfectly invisible |
4394 | teleporter: You simply add teleporter functionality to the floor |
4427 | teleporter: You simply add teleporter functionality to the floor |
4395 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4428 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4396 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4429 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4397 | </use> |
4430 | </use> |
4398 | <attribute arch="slaying" editor="exit path" type="string"> |
4431 | <attribute arch="slaying" editor="exit path" type="string"> |
4399 | The exit path specifies the map that the player is transferred to. |
4432 | The exit path specifies the map that the player is transferred to. |
4400 | <exit path> can be an absolute path, beginning with '/' |
4433 | <exit path> can be an absolute path, beginning with '/' |
4401 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4434 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4437 | be transferred to the "default enter location" of the destined map. |
4470 | be transferred to the "default enter location" of the destined map. |
4438 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4471 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4439 | please DO NOT use that. It turned out to be a source for numerous |
4472 | please DO NOT use that. It turned out to be a source for numerous |
4440 | map-bugs. |
4473 | map-bugs. |
4441 | </attribute> |
4474 | </attribute> |
4442 | <attribute arch="connected" editor="connection" type="int"> |
4475 | <attribute arch="connected" editor="connection" type="string"> |
4443 | If a connection value is set, the teleporter will be activated |
4476 | If a connection value is set, the teleporter will be activated |
4444 | whenever the connection is triggered. To use this properly, |
4477 | whenever the connection is triggered. To use this properly, |
4445 | <activation speed> must be zero. |
4478 | <activation speed> must be zero. |
4446 | </attribute> |
4479 | </attribute> |
4447 | &activate_on; |
4480 | &activate_on; |
… | |
… | |
4462 | <type number="26" name="Timed Gate"> |
4495 | <type number="26" name="Timed Gate"> |
4463 | <ignore> |
4496 | <ignore> |
4464 | <ignore_list name="non_pickable" /> |
4497 | <ignore_list name="non_pickable" /> |
4465 | </ignore> |
4498 | </ignore> |
4466 | <description><![CDATA[ |
4499 | <description><![CDATA[ |
4467 | Gates play an important role in Crossfire. Gates can be opened |
4500 | Gates play an important role in Deliantra. Gates can be opened |
4468 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4501 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4469 | or carrying special key-objects (-> inventory checker). |
4502 | or carrying special key-objects (-> inventory checker). |
4470 | Unlike locked doors, gates can get shut again after a player has |
4503 | Unlike locked doors, gates can get shut again after a player has |
4471 | passed, which makes them more practical in many cases. Unlike normal |
4504 | passed, which makes them more practical in many cases. Unlike normal |
4472 | gates, timed gates open when triggered but automatically close again |
4505 | gates, timed gates open when triggered but automatically close again |
4473 | after some time.]]> |
4506 | after some time.]]> |
4474 | </description> |
4507 | </description> |
4475 | <use><![CDATA[ |
4508 | <use><![CDATA[ |
4476 | Use gates to divide your maps into separated areas. After solving |
4509 | Use gates to divide your maps into separated areas. After solving |
4477 | area A, the player gains access to area B, and so on. Make your |
4510 | area A, the player gains access to area B, and so on. Make your |
4478 | maps more complex than "one-way". ]]> |
4511 | maps more complex than "one-way".]]> |
4479 | </use> |
4512 | </use> |
4480 | <attribute arch="no_pick" value="1" type="fixed" /> |
4513 | <attribute arch="no_pick" value="1" type="fixed" /> |
4481 | <attribute arch="connected" editor="connection" type="int"> |
4514 | <attribute arch="connected" editor="connection" type="string"> |
4482 | Whenever the inventory checker is triggered, all objects with identical |
4515 | Whenever the inventory checker is triggered, all objects with identical |
4483 | <connection> value get activated. This only makes sense together with |
4516 | <connection> value get activated. This only makes sense together with |
4484 | <blocking passage> disabled. If unset, the gate opens automatically |
4517 | <blocking passage> disabled. If unset, the gate opens automatically |
4485 | after some time. |
4518 | after some time. |
4486 | </attribute> |
4519 | </attribute> |
… | |
… | |
4553 | </attribute> |
4586 | </attribute> |
4554 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4587 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4555 | This attribute defines what attacktype to use for direct damage when |
4588 | This attribute defines what attacktype to use for direct damage when |
4556 | the trap detonates. |
4589 | the trap detonates. |
4557 | </attribute> |
4590 | </attribute> |
4558 | <attribute arch="connected" editor="connection" type="int"> |
4591 | <attribute arch="connected" editor="connection" type="string"> |
4559 | When the trap is detonated, all objects with the same |
4592 | When the trap is detonated, all objects with the same |
4560 | connection value get activated. |
4593 | connection value get activated. |
4561 | </attribute> |
4594 | </attribute> |
4562 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4595 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4563 | When the trap detonates, this text is displayed to the |
4596 | When the trap detonates, this text is displayed to the |
… | |
… | |
4575 | Trapdoors are very similar to pits. The difference is that they |
4608 | Trapdoors are very similar to pits. The difference is that they |
4576 | can not be closed. Instead, the weight of the object on the |
4609 | can not be closed. Instead, the weight of the object on the |
4577 | trapdoor determines weither it slams the trapdoor open and falls through |
4610 | trapdoor determines weither it slams the trapdoor open and falls through |
4578 | or not.<br> |
4611 | or not.<br> |
4579 | Once a trapdoor has been opened (by a creature or items of sufficient |
4612 | Once a trapdoor has been opened (by a creature or items of sufficient |
4580 | weight,) it remains open, acting like an opened pit. ]]> |
4613 | weight,) it remains open, acting like an opened pit.]]> |
4581 | </description> |
4614 | </description> |
4582 | <use><![CDATA[ |
4615 | <use><![CDATA[ |
4583 | Trapdoors should be used in the same fashion as pits: |
4616 | Trapdoors should be used in the same fashion as pits: |
4584 | They should always drop the victims to some kind of lower level. They |
4617 | They should always drop the victims to some kind of lower level. They |
4585 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4618 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4586 | </use> |
4619 | </use> |
4587 | <attribute arch="no_pick" value="1" type="fixed" /> |
4620 | <attribute arch="no_pick" value="1" type="fixed" /> |
4588 | &move_on; |
4621 | &move_on; |
4589 | <attribute arch="weight" editor="hold weight" type="int"> |
4622 | <attribute arch="weight" editor="hold weight" type="int"> |
4590 | This value defines how much weight the trapdoor can hold. |
4623 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4616 | <attribute arch="value" /> |
4649 | <attribute arch="value" /> |
4617 | <attribute arch="material" /> |
4650 | <attribute arch="material" /> |
4618 | </ignore> |
4651 | </ignore> |
4619 | <description><![CDATA[ |
4652 | <description><![CDATA[ |
4620 | A treasure-object turns into certain randomitems when the map is loaded |
4653 | A treasure-object turns into certain randomitems when the map is loaded |
4621 | into the game. ]]> |
4654 | into the game.]]> |
4622 | </description> |
4655 | </description> |
4623 | <use><![CDATA[ |
4656 | <use><![CDATA[ |
4624 | About usage of the "random-artifact" treasurelist: |
4657 | About usage of the "random-artifact" treasurelist: |
4625 | This will generate powerful stuff like girdles, xray helmets, special |
4658 | This will generate powerful stuff like girdles, xray helmets, special |
4626 | swords etc. If you put this as reward to your quest, players might be |
4659 | swords etc. If you put this as reward to your quest, players might be |
4627 | motivated to do it more than once. BUT, by doing so they will get a huge |
4660 | motivated to do it more than once. BUT, by doing so they will get a huge |
4628 | number of different artifacts! Besides, players will always seek the place |
4661 | number of different artifacts! Besides, players will always seek the place |
4629 | with the most easy-to-get random artifact and ignore all others. |
4662 | with the most easy-to-get random artifact and ignore all others. |
4630 | My advice: Don't use it! Attract players with good fighting experience |
4663 | My advice: Don't use it! Attract players with good fighting experience |
4631 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4664 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4632 | </use> |
4665 | </use> |
4633 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4666 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4634 | This entry determines what kind of treasure will appear. Look into |
4667 | This entry determines what kind of treasure will appear. Look into |
4635 | /crossfire/share/crossfire/treasures for details about existing |
4668 | /crossfire/share/crossfire/treasures for details about existing |
4636 | treasurelists. |
4669 | treasurelists. |
… | |
… | |
4667 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4700 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4668 | <key string> which can be discovered by detectors or inventory |
4701 | <key string> which can be discovered by detectors or inventory |
4669 | checkers. It is also possible to use markers for removing marks again. |
4702 | checkers. It is also possible to use markers for removing marks again. |
4670 | <br><br> |
4703 | <br><br> |
4671 | Note that the player has no possibility to "see" his own marks, |
4704 | Note that the player has no possibility to "see" his own marks, |
4672 | except by the effect that they cause on the maps. ]]> |
4705 | except by the effect that they cause on the maps.]]> |
4673 | </description> |
4706 | </description> |
4674 | <use><![CDATA[ |
4707 | <use><![CDATA[ |
4675 | Markers hold real cool possibilities for map-making. I encourage |
4708 | Markers hold real cool possibilities for map-making. I encourage |
4676 | you to use them frequently. However there is one negative point |
4709 | you to use them frequently. However there is one negative point |
4677 | about markers: Players don't "see" what's going on with them. It is |
4710 | about markers: Players don't "see" what's going on with them. It is |
4678 | your task, as map-creator, to make sure the player is always well |
4711 | your task, as map-creator, to make sure the player is always well |
4679 | informed and never confused. |
4712 | informed and never confused. |
4680 | <br><br> |
4713 | <br><br> |
4681 | Please avoid infinite markers when they aren't needed. They're |
4714 | Please avoid infinite markers when they aren't needed. They're |
4682 | using a little space in the player file after all, so if there |
4715 | using a little space in the player file after all, so if there |
4683 | is no real purpose, set an expire time. ]]> |
4716 | is no real purpose, set an expire time.]]> |
4684 | </use> |
4717 | </use> |
4685 | <attribute arch="no_pick" value="1" type="fixed" /> |
4718 | <attribute arch="no_pick" value="1" type="fixed" /> |
4686 | <attribute arch="slaying" editor="key string" type="string"> |
4719 | <attribute arch="slaying" editor="key string" type="string"> |
4687 | The <key string> can be detected by inv. checkers/detectors. |
4720 | The <key string> can be detected by inv. checkers/detectors. |
4688 | If the player already has a force with that <key string>, |
4721 | If the player already has a force with that <key string>, |
4689 | there won't be inserted a second one. |
4722 | there won't be inserted a second one. |
4690 | </attribute> |
4723 | </attribute> |
4691 | <attribute arch="connected" editor="connection" type="int"> |
4724 | <attribute arch="connected" editor="connection" type="string"> |
4692 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4725 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4693 | </attribute> |
4726 | </attribute> |
4694 | <attribute arch="food" editor="mark duration" type="int"> |
4727 | <attribute arch="food" editor="mark duration" type="int"> |
4695 | This value defines the duration of the force it inserts. |
4728 | This value defines the duration of the force it inserts. |
4696 | If nonzero, the duration of the player's mark is finite: |
4729 | If nonzero, the duration of the player's mark is finite: |
… | |
… | |
4727 | <attribute arch="name_pl" /> |
4760 | <attribute arch="name_pl" /> |
4728 | <attribute arch="value" /> |
4761 | <attribute arch="value" /> |
4729 | <attribute arch="unpaid" /> |
4762 | <attribute arch="unpaid" /> |
4730 | </ignore> |
4763 | </ignore> |
4731 | <description><![CDATA[ |
4764 | <description><![CDATA[ |
4732 | Walls usually block passage and sight. ]]> |
4765 | Walls usually block passage and sight.]]> |
4733 | </description> |
4766 | </description> |
4734 | &movement_types_terrain; |
4767 | &movement_types_terrain; |
4735 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4768 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4736 | If set, the object is able to "roll", so it can be pushed around. |
4769 | If set, the object is able to "roll", so it can be pushed around. |
4737 | This setting is used for boulders and barrels. |
4770 | This setting is used for boulders and barrels. |
… | |
… | |
4750 | <type number="109" name="Wand & Staff"> |
4783 | <type number="109" name="Wand & Staff"> |
4751 | <description><![CDATA[ |
4784 | <description><![CDATA[ |
4752 | Wands contain a certain spell. The player can apply (ready) and |
4785 | Wands contain a certain spell. The player can apply (ready) and |
4753 | fire the wand. After a defined number of casts, the wand is |
4786 | fire the wand. After a defined number of casts, the wand is |
4754 | "used up". It is possible to recharge a wand with scrolls of |
4787 | "used up". It is possible to recharge a wand with scrolls of |
4755 | charging, but usually that isn't worth the cost. ]]> |
4788 | charging, but usually that isn't worth the cost.]]> |
4756 | </description> |
4789 | </description> |
4757 | <use><![CDATA[ |
4790 | <use><![CDATA[ |
4758 | Wands are quite seldomly used. The reason prolly is that they're |
4791 | Wands are quite seldomly used. The reason prolly is that they're |
4759 | generally not cost-efficient. Handing out high-level wands with |
4792 | generally not cost-efficient. Handing out high-level wands with |
4760 | powerful special spells isn't a good idea either, because of |
4793 | powerful special spells isn't a good idea either, because of |
4761 | the recharge ability. |
4794 | the recharge ability. |
4762 | <br><br> |
4795 | <br><br> |
4763 | For low levels, staffs of healing/cure and word of recall are |
4796 | For low levels, staffs of healing/cure and word of recall are |
4764 | quite desirable though. Ideal rewards for low level quests. ]]> |
4797 | quite desirable though. Ideal rewards for low level quests.]]> |
4765 | </use> |
4798 | </use> |
4766 | <attribute arch="sp" editor="spell" type="spell"> |
4799 | <attribute arch="sp" editor="spell" type="spell"> |
4767 | The <spell> specifies the contained spell. |
4800 | The <spell> specifies the contained spell. |
4768 | </attribute> |
4801 | </attribute> |
4769 | <attribute arch="level" editor="casting level" type="int"> |
4802 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4794 | <ignore_list name="non_pickable" /> |
4827 | <ignore_list name="non_pickable" /> |
4795 | </ignore> |
4828 | </ignore> |
4796 | <description><![CDATA[ |
4829 | <description><![CDATA[ |
4797 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4830 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4798 | these weak walls look similar to their solid "relatives" except |
4831 | these weak walls look similar to their solid "relatives" except |
4799 | for a small crack or little chunks of wall on the ground. ]]> |
4832 | for a small crack or little chunks of wall on the ground.]]> |
4800 | </description> |
4833 | </description> |
4801 | <use><![CDATA[ |
4834 | <use><![CDATA[ |
4802 | If you want to create hidden rooms, using weak walls is alot |
4835 | If you want to create hidden rooms, using weak walls is alot |
4803 | better than completely indiscernible passages in a wall.<br> |
4836 | better than completely indiscernible passages in a wall.<br> |
4804 | Anyways, there can be a lot more to weak walls than just finding |
4837 | Anyways, there can be a lot more to weak walls than just finding |
4805 | them: Rising their defensive stats, weak walls can become a |
4838 | them: Rising their defensive stats, weak walls can become a |
4806 | serious obstacle. An ice wall might only be torn down by a fire |
4839 | serious obstacle. An ice wall might only be torn down by a fire |
4807 | attack for example. A granite wall for instance might be very |
4840 | attack for example. A granite wall for instance might be very |
4808 | hard to destroy. ]]> |
4841 | hard to destroy.]]> |
4809 | </use> |
4842 | </use> |
4810 | <attribute arch="alive" value="1" type="fixed" /> |
4843 | <attribute arch="alive" value="1" type="fixed" /> |
4811 | <attribute arch="no_pick" value="1" type="fixed" /> |
4844 | <attribute arch="no_pick" value="1" type="fixed" /> |
4812 | <attribute arch="tear_down" value="1" type="fixed" /> |
4845 | <attribute arch="tear_down" value="1" type="fixed" /> |
4813 | <attribute arch="race" editor="race" type="string"> |
4846 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
4842 | <!--####################################################################--> |
4875 | <!--####################################################################--> |
4843 | <type number="15" name="Weapon"> |
4876 | <type number="15" name="Weapon"> |
4844 | <description><![CDATA[ |
4877 | <description><![CDATA[ |
4845 | Wielding a weapon, the object's stats will directly be inherited to the |
4878 | Wielding a weapon, the object's stats will directly be inherited to the |
4846 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4879 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4847 | be improved with scrolls. ]]> |
4880 | be improved with scrolls.]]> |
4848 | </description> |
4881 | </description> |
4849 | <use><![CDATA[ |
4882 | <use><![CDATA[ |
4850 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4883 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4851 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4884 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4852 | fighting AND questing. ]]> |
4885 | fighting AND questing.]]> |
4853 | </use> |
4886 | </use> |
4854 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4887 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4855 | This number is a bitmask, specifying the weapon's attacktypes. |
4888 | This number is a bitmask, specifying the weapon's attacktypes. |
4856 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4889 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4857 | have no more than one or two attacktypes. Keep in mind that all weapons |
4890 | have no more than one or two attacktypes. Keep in mind that all weapons |
… | |
… | |
4912 | amount of <item power>, depending on their own level. This is the |
4945 | amount of <item power>, depending on their own level. This is the |
4913 | only way to prevent low level players to wear "undeserved" equipment |
4946 | only way to prevent low level players to wear "undeserved" equipment |
4914 | (like gifts from other players or cheated items). |
4947 | (like gifts from other players or cheated items). |
4915 | |
4948 | |
4916 | It is very important to adjust the <item power> value carefully |
4949 | It is very important to adjust the <item power> value carefully |
4917 | for every artifact you create! If zero/unset, the CF server will |
4950 | for every artifact you create! If zero/unset, the Deliantra server will |
4918 | calculate a provisional value at runtime, but this is never |
4951 | calculate a provisional value at runtime, but this is never |
4919 | going to be an accurate measurement of <item power>. |
4952 | going to be an accurate measurement of <item power>. |
4920 | </attribute> |
4953 | </attribute> |
4921 | <attribute arch="damned" editor="damnation" type="bool"> |
4954 | <attribute arch="damned" editor="damnation" type="bool"> |
4922 | A damned weapon cannot be unwielded unless |
4955 | A damned weapon cannot be unwielded unless |
… | |
… | |
5031 | </type> |
5064 | </type> |
5032 | |
5065 | |
5033 | <type number="116" name="Event Connector"> |
5066 | <type number="116" name="Event Connector"> |
5034 | <description><![CDATA[ |
5067 | <description><![CDATA[ |
5035 | Event connectors link specific events that happen to objects to |
5068 | Event connectors link specific events that happen to objects to |
5036 | a crossfire plug-in. ]]> |
5069 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5037 | </description> |
5070 | </description> |
5038 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5039 | The type of event that triggers a notify to the plug-in. |
|
|
5040 | </attribute> |
|
|
5041 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5042 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5043 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5044 | </attribute> |
|
|
5045 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5046 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5047 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5048 | </attribute> |
|
|
5049 | <attribute arch="name" editor="options" type="string"> |
|
|
5050 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5051 | options to the extension that alter its behaviour. |
|
|
5052 | </attribute> |
|
|
5053 | </type> |
5071 | </type> |
5054 | |
5072 | |
5055 | </types> |
5073 | </types> |